Cataclysm BN
game Class Reference

#include <game.h>

Classes

class  Creature_range
 
class  debug_hour_timer
 
class  draw_callback_t
 
class  monster_range
 
class  non_dead_range
 
class  npc_range
 

Public Member Functions

 game ()
 
 ~game ()
 
void load_static_data ()
 Loads static data that does not depend on mods or similar. More...
 
std::string get_player_base_save_path () const
 Base path for saving player data. More...
 
std::string get_world_base_save_path () const
 Base path for saving world data. More...
 
void on_options_changed ()
 Should be invoked whenever options change. More...
 
void setup ()
 
void serialize (std::ostream &fout)
 Saving and loading functions. More...
 
void unserialize (std::istream &fin)
 
void unserialize_master (std::istream &fin)
 
bool dump_stats (const std::string &what, dump_mode mode, const std::vector< std::string > &opts)
 write statistics to stdout and More...
 
bool save ()
 Returns false if saving failed. More...
 
std::vector< std::string > list_active_saves ()
 Returns a list of currently active character saves. More...
 
void write_memorial_file (const std::string &filename, std::string sLastWords)
 Writes information about the character out to a text file timestamped with the time of the file was made. More...
 
bool cleanup_at_end ()
 
void start_calendar ()
 
bool do_turn ()
 MAIN GAME LOOP. More...
 
shared_ptr_fast< ui_adaptorcreate_or_get_main_ui_adaptor ()
 
void invalidate_main_ui_adaptor () const
 
void mark_main_ui_adaptor_resize () const
 
void draw ()
 
void draw_ter (bool draw_sounds=true)
 
void draw_ter (const tripoint &center, bool looking=false, bool draw_sounds=true)
 
void add_draw_callback (shared_ptr_fast< draw_callback_t > cb)
 
void draw_panels (bool force_draw=false)
 
std::optional< tripointget_veh_dir_indicator_location (bool next) const
 Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn. More...
 
void draw_veh_dir_indicator (bool next)
 
void vertical_move (int z, bool force, bool peeking=false)
 Moves the player vertically. More...
 
void start_hauling (const tripoint &pos)
 
std::optional< tripointfind_or_make_stairs (map &mp, int z_after, bool &rope_ladder, bool peeking)
 Returns the other end of the stairs (if any). More...
 
void vertical_shift (int z_after)
 Actual z-level movement part of vertical_move. More...
 
void vertical_notes (int z_before, int z_after)
 Add goes up/down auto_notes (if turned on) More...
 
void use_computer (const tripoint &p)
 Checks to see if a player can use a computer (not illiterate, etc.) and uses if able. More...
 
template<typename T = Creature>
T * critter_by_id (const character_id &id)
 
template<typename T = Creature>
T * critter_at (const tripoint &p, bool allow_hallucination=false)
 Returns the Creature at the given location. More...
 
template<typename T = Creature>
const T * critter_at (const tripoint &p, bool allow_hallucination=false) const
 
template<typename T = Creature>
shared_ptr_fast< T > shared_from (const T &critter)
 Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature). More...
 
size_t num_creatures () const
 Returns the approximate number of creatures in the reality bubble. More...
 
bool update_zombie_pos (const monster &critter, const tripoint &pos)
 Redirects to the creature_tracker update_pos() function. More...
 
void remove_zombie (const monster &critter)
 
void clear_zombies ()
 Redirects to the creature_tracker clear() function. More...
 
bool spawn_hallucination (const tripoint &p)
 Spawns a hallucination at a determined position. More...
 
bool swap_critters (Creature &, Creature &)
 Swaps positions of two creatures. More...
 
Creature_range all_creatures ()
 Returns an anonymous range that contains all creatures. More...
 
monster_range all_monsters ()
 Same as all_creatures but iterators only over monsters. More...
 
npc_range all_npcs ()
 Same as all_creatures but iterators only over npcs. More...
 
std::vector< Creature * > get_creatures_if (const std::function< bool(const Creature &)> &pred)
 Returns all creatures matching a predicate. More...
 
std::vector< npc * > get_npcs_if (const std::function< bool(const npc &)> &pred)
 
Creatureget_creature_if (const std::function< bool(const Creature &)> &pred)
 Returns a creature matching a predicate. More...
 
bool is_empty (const tripoint &p)
 Returns true if there is no player, NPC, or monster on the tile and move_cost > 0. More...
 
bool is_in_sunlight (const tripoint &p)
 Returns true if p is outdoors and it is sunny. More...
 
bool is_sheltered (const tripoint &p)
 Returns true if p is indoors, underground, or in a car. More...
 
bool revive_corpse (const tripoint &p, item &it)
 Revives a corpse at given location. More...
 
void save_cyborg (item *cyborg, const tripoint &couch_pos, player &installer)
 Turns Broken Cyborg monster into Cyborg NPC via surgery. More...
 
bool cancel_activity_query (const std::string &text)
 Asks if the player wants to cancel their activity, and if so cancels it. More...
 
bool cancel_activity_or_ignore_query (distraction_type type, const std::string &text)
 Asks if the player wants to cancel their activity and if so cancels it. More...
 
void moving_vehicle_dismount (const tripoint &dest_loc)
 Handles players exiting from moving vehicles. More...
 
vehicleremoteveh ()
 Returns the current remotely controlled vehicle. More...
 
void setremoteveh (vehicle *veh)
 Sets the current remotely controlled vehicle. More...
 
int assign_mission_id ()
 Returns the next available mission id. More...
 
npcfind_npc (character_id id)
 Find the npc with the given ID. More...
 
void load_npcs ()
 Makes any nearby NPCs on the overmap active. More...
 
void reload_npcs ()
 Unloads, then loads the NPCs. More...
 
const kill_trackerget_kill_tracker () const
 
void add_npc_follower (const character_id &id)
 Add follower id to set of followers. More...
 
void remove_npc_follower (const character_id &id)
 Remove follower id from follower set. More...
 
std::set< character_idget_follower_list ()
 Get set of followers. More...
 
void validate_npc_followers ()
 validate list of followers to account for overmap buffers More...
 
void validate_mounted_npcs ()
 
void validate_linked_vehicles ()
 validate towed vehicles so they get linked up again after a load More...
 
void validate_camps ()
 validate camps to ensure they are on the overmap list More...
 
void autopilot_vehicles ()
 process vehicles that are following the player More...
 
void catch_a_monster (monster *fish, const tripoint &pos, player *p, const time_duration &catch_duration)
 Picks and spawns a random fish from the remaining fish list when a fish is caught. More...
 
std::unordered_set< tripointget_fishable_locations (int distance, const tripoint &fish_pos)
 Get the contiguous fishable locations starting at fish_pos, out to the specificed distance. More...
 
std::vector< monster * > get_fishable_monsters (std::unordered_set< tripoint > &fishable_locations)
 Get the fishable monsters within the provided fishable locations. More...
 
void fling_creature (Creature *c, const units::angle &dir, float flvel, bool controlled=false)
 Flings the input creature in the given direction. More...
 
float natural_light_level (int zlev) const
 
unsigned char light_level (int zlev) const
 Returns coarse number-of-squares of visibility at the current light level. More...
 
void reset_light_level ()
 
character_id assign_npc_id ()
 
Creatureis_hostile_nearby ()
 
Creatureis_hostile_very_close ()
 
point update_map (player &p)
 
point update_map (int &x, int &y)
 
void update_overmap_seen ()
 
void process_artifact (item &it, player &p)
 
void add_artifact_messages (const std::vector< art_effect_passive > &effects)
 
void add_artifact_dreams ()
 
void peek ()
 
void peek (const tripoint &p)
 
std::optional< tripointlook_debug ()
 
bool check_zone (const zone_type_id &type, const tripoint &where) const
 
bool check_near_zone (const zone_type_id &type, const tripoint &where) const
 Checks whether or not there is a zone of particular type nearby. More...
 
bool is_zones_manager_open () const
 
void zones_manager ()
 
std::optional< tripointlook_around (bool force_3d=false)
 
look_around_result look_around (bool show_window, tripoint &center, const tripoint &start_point, bool has_first_point, bool select_zone, bool peeking, bool is_moving_zone=false, const tripoint &end_point=tripoint_zero, bool force_3d=false)
 
void pre_print_all_tile_info (const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
 
void print_all_tile_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
 
void draw_look_around_cursor (const tripoint &lp, const visibility_variables &cache)
 
void extended_description (const tripoint &p)
 Long description of (visible) things at tile. More...
 
void draw_trail_to_square (const tripoint &t, bool bDrawX)
 
item_location inv_map_splice (item_filter filter, const std::string &title, int radius=0, const std::string &none_message="")
 Custom-filtered menu for inventory and nearby items and those that within specified radius. More...
 
bool has_gametype () const
 
special_game_type gametype () const
 
void toggle_fullscreen ()
 
void toggle_pixel_minimap ()
 
void reload_tileset (std::function< void(std::string)> out)
 
void temp_exit_fullscreen ()
 
void reenter_fullscreen ()
 
void zoom_in ()
 
void zoom_out ()
 
void reset_zoom ()
 
void set_zoom (int level)
 
int get_zoom () const
 
int get_moves_since_last_save () const
 
int get_user_action_counter () const
 
bool take_screenshot (const std::string &file_path) const
 Saves a screenshot of the current viewport, as a PNG file, to the given location. More...
 
bool take_screenshot () const
 Saves a screenshot of the current viewport, as a PNG file. More...
 
int get_levx () const
 The top left corner of the reality bubble (in submaps coordinates). More...
 
int get_levy () const
 
int get_levz () const
 
void load_map (const tripoint &pos_sm, bool pump_events=false)
 Load the main map at given location, see map::load, in global, absolute submap coordinates. More...
 
void load_map (const tripoint_abs_sm &pos_sm, bool pump_events=false)
 
overmapget_cur_om () const
 The overmap which contains the center submap of the reality bubble. More...
 
std::vector< npc * > allies ()
 Get all living player allies. More...
 
void set_driving_view_offset (point p)
 
void calc_driving_offset (vehicle *veh=nullptr)
 
void toggle_gate (const tripoint &p)
 
void knockback (const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
 
void knockback (std::vector< tripoint > &traj, int stun, int dam_mult, Creature *source)
 
void draw_bullet (const tripoint &t, int i, const std::vector< tripoint > &trajectory, char bullet)
 
void draw_hit_mon (const tripoint &p, const monster &m, bool dead=false)
 
void draw_hit_player (const Character &p, int dam)
 
void draw_line (const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
 
void draw_line (const tripoint &p, const std::vector< tripoint > &points)
 
void draw_weather (const weather_printable &wPrint)
 
void draw_sct ()
 
void draw_zones (const tripoint &start, const tripoint &end, const tripoint &offset)
 
void draw_critter (const Creature &critter, const tripoint &center)
 
void draw_critter_highlighted (const Creature &critter, const tripoint &center)
 
void draw_cursor (const tripoint &p)
 
void draw_highlight (const tripoint &p)
 
void draw_radiation_override (const tripoint &p, int rad)
 
void draw_terrain_override (const tripoint &p, const ter_id &id)
 
void draw_furniture_override (const tripoint &p, const furn_id &id)
 
void draw_graffiti_override (const tripoint &p, bool has)
 
void draw_trap_override (const tripoint &p, const trap_id &id)
 
void draw_field_override (const tripoint &p, const field_type_id &id)
 
void draw_item_override (const tripoint &p, const itype_id &id, const mtype_id &mid, bool hilite)
 
void draw_vpart_override (const tripoint &p, const vpart_id &id, int part_mod, units::angle veh_dir, bool hilite, point mount)
 
void draw_below_override (const tripoint &p, bool draw)
 
void draw_monster_override (const tripoint &p, const mtype_id &id, int count, bool more, Creature::Attitude att)
 
bool is_in_viewport (const tripoint &p, int margin=0) const
 
bool check_safe_mode_allowed (bool repeat_safe_mode_warnings=true)
 Check whether movement is allowed according to safe mode settings. More...
 
void set_safe_mode (safe_mode_type mode)
 
void exam_vehicle (vehicle &veh, point cp=point_zero)
 open vehicle interaction screen More...
 
bool forced_door_closing (const tripoint &p, const ter_id &door_type, int bash_dmg)
 
bool load (const std::string &world)
 Attempt to load first valid save (if any) in world. More...
 
bool npc_menu (npc &who)
 Returns true if the menu handled stuff and player shouldn't do anything else. More...
 
bool phasing_move (const tripoint &dest, bool via_ramp=false)
 
bool walk_move (const tripoint &dest, bool via_ramp=false)
 
void on_move_effects ()
 
point place_player (const tripoint &dest)
 
void place_player_overmap (const tripoint_abs_omt &om_dest)
 
unsigned int get_seed () const
 
void set_npcs_dirty ()
 If invoked, NPCs will be reloaded before next turn. More...
 
void set_critter_died ()
 If invoked, dead will be cleaned this turn. More...
 
void mon_info (const catacurses::window &, int hor_padding=0)
 
void mon_info_update ()
 
void cleanup_dead ()
 
bool is_dangerous_tile (const tripoint &dest_loc) const
 
std::vector< std::string > get_dangerous_tile (const tripoint &dest_loc) const
 
bool prompt_dangerous_tile (const tripoint &dest_loc) const
 
void despawn_monster (monster &critter)
 Despawn a specific monster, it's stored on the overmap. More...
 
void win ()
 Marks the game as won. More...
 
bool disable_robot (const tripoint &p)
 If there is a robot (that can be disabled), query the player and try to disable it. More...
 
void draw_pixel_minimap (const catacurses::window &w)
 
void quicksave ()
 
void disp_NPCs ()
 
void list_missions ()
 
event_busevents ()
 
stats_trackerstats ()
 
memorial_loggermemorial ()
 
spell_eventsspell_events_subscriber ()
 
void display_toggle_overlay (action_id)
 
bool display_overlay_state (action_id)
 
void toggle_debug_hour_timer ()
 
tripoint mouse_edge_scrolling_terrain (input_context &ctxt)
 Used to implement mouse "edge scrolling". More...
 
tripoint mouse_edge_scrolling_overmap (input_context &ctxt)
 This variant is suitable for the overmap. More...
 
void shift_destination_preview (point delta)
 
bool slip_down ()
 Checks if player is able to successfully climb to/from some terrain and not slip down. More...
 
monsterplace_critter_at (const mtype_id &id, const tripoint &p)
 Adds critters to the reality bubble, creating them if necessary. More...
 
monsterplace_critter_at (const shared_ptr_fast< monster > &mon, const tripoint &p)
 
monsterplace_critter_around (const mtype_id &id, const tripoint &center, int radius)
 
monsterplace_critter_around (const shared_ptr_fast< monster > &mon, const tripoint &center, int radius, bool forced=false)
 
monsterplace_critter_within (const mtype_id &id, const tripoint_range< tripoint > &range)
 
monsterplace_critter_within (const shared_ptr_fast< monster > &mon, const tripoint_range< tripoint > &range)
 

Public Attributes

mapm
 
avataru
 
scent_mapscent
 
timed_event_managertimed_events
 
pimpl< Creature_trackercritter_tracker
 
pimpl< faction_managerfaction_manager_ptr
 
pimpl< drop_token_providertoken_provider_ptr
 
quit_status uquit
 Used in main.cpp to determine what type of quit is being performed. More...
 
bool new_game = false
 True if the game has just started or loaded, else false. More...
 
const scenarioscen = nullptr
 
std::vector< monstercoming_to_stairs
 
int monstairz = 0
 
tripoint ter_view_p
 
catacurses::window w_terrain
 
catacurses::window w_overmap
 
catacurses::window w_omlegend
 
catacurses::window w_minimap
 
catacurses::window w_pixel_minimap
 
point driving_view_offset
 
bool debug_pathfinding = false
 
bool debug_submap_grid_overlay = false
 
Creaturedisplaying_visibility_creature
 Creature for which to display the visibility map. More...
 
int displaying_lighting_condition = 0
 Type of lighting condition overlay to display. More...
 
bool show_panel_adm = false
 
bool right_sidebar = false
 
bool fullscreen = false
 
bool was_fullscreen = false
 
bool auto_travel_mode = false
 
bool queue_screenshot = false
 
safe_mode_type safe_mode
 
int turnssincelastmon = 0
 
int mostseen = 0
 

Private Types

enum class  vmenu_ret : int { CHANGE_TAB , QUIT , FIRE }
 

Private Member Functions

void unload_npcs ()
 Unloads all NPCs. More...
 
bool load (const save_t &name)
 
void load_master ()
 
bool start_game ()
 
bool save_factions_missions_npcs ()
 
void reset_npc_dispositions ()
 
void serialize_master (std::ostream &fout)
 
bool save_artifacts ()
 
bool save_maps ()
 
void init_autosave ()
 
void create_starting_npcs ()
 
vehicleplace_vehicle_nearby (const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
 
void list_items_monsters ()
 
game::vmenu_ret list_items (const std::vector< map_item_stack > &item_list)
 
std::vector< map_item_stackfind_nearby_items (int iRadius)
 
void reset_item_list_state (const catacurses::window &window, int height, bool bRadiusSort)
 
game::vmenu_ret list_monsters (const std::vector< Creature * > &monster_list)
 
bool grabbed_move (const tripoint &dp)
 Check for dangerous stuff at dest_loc, return false if the player decides not to step there. More...
 
bool grabbed_veh_move (const tripoint &dp)
 
bool grabbed_furn_move (const tripoint &dp)
 
void control_vehicle ()
 
void examine (const tripoint &p)
 
void examine ()
 
void pickup ()
 
void pickup (const tripoint &p)
 
void pickup_feet ()
 
void drop ()
 
void drop_in_direction ()
 
void butcher ()
 
void chat ()
 
void print_fields_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_terrain_info (const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
 
void print_trap_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line)
 
void print_creature_info (const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_vehicle_info (const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_visibility_info (const catacurses::window &w_look, int column, int &line, visibility_type visibility)
 
void print_items_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
void print_graffiti_info (const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
 
input_context get_player_input (std::string &action)
 
void replace_stair_monsters ()
 
void update_stair_monsters ()
 
void shift_monsters (const tripoint &shift)
 Shift all active monsters, the shift vector is the number of shifted submaps. More...
 
void perhaps_add_random_npc ()
 
void monmove ()
 
void overmap_npc_move ()
 
void process_voluntary_act_interrupt ()
 
void process_activity ()
 
void handle_key_blocking_activity ()
 
void open_consume_item_menu ()
 
bool handle_action ()
 
bool try_get_right_click_action (action_id &act, const tripoint &mouse_target)
 
bool try_get_left_click_action (action_id &act, const tripoint &mouse_target)
 
void item_action_menu ()
 
bool is_game_over ()
 
void death_screen ()
 
void win_screen ()
 
void draw_minimap ()
 
void autosave ()
 
void quickload ()
 
bool handle_mouseview (input_context &ctxt, std::string &action)
 
void display_faction_epilogues ()
 
void disp_NPC_epilogues ()
 
void display_scent ()
 
void display_temperature ()
 
void display_vehicle_ai ()
 
void display_visibility ()
 
void display_lighting ()
 
void display_radiation ()
 
void display_transparency ()
 
Creatureis_hostile_within (int distance)
 
void move_save_to_graveyard (const std::string &dirname)
 
bool save_player_data ()
 
std::pair< tripoint, tripointmouse_edge_scrolling (input_context &ctxt, int speed, const tripoint &last, bool iso)
 

Private Attributes

bool is_looking = false
 
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
 
std::optional< action_iddisplaying_overlays
 
class game::debug_hour_timer debug_hour_timer
 
pimpl< mapmap_ptr
 
pimpl< avataru_ptr
 
pimpl< live_viewliveview_ptr
 
live_viewliveview
 
pimpl< scent_mapscent_ptr
 
pimpl< timed_event_managertimed_event_manager_ptr
 
pimpl< event_busevent_bus_ptr
 
pimpl< stats_trackerstats_tracker_ptr
 
pimpl< achievements_trackerachievements_tracker_ptr
 
pimpl< kill_trackerkill_tracker_ptr
 
pimpl< memorial_loggermemorial_logger_ptr
 
pimpl< spell_eventsspell_events_ptr
 
pimpl< distribution_grid_trackergrid_tracker_ptr
 
pimpl< weather_managerweather_manager_ptr
 
shared_ptr_fast< playeru_shared_ptr
 
catacurses::window w_terrain_ptr
 
catacurses::window w_minimap_ptr
 
std::string sFilter
 
std::string list_item_upvote
 
std::string list_item_downvote
 
bool safe_mode_warning_logged = false
 
bool bVMonsterLookFire = false
 
character_id next_npc_id
 
std::list< shared_ptr_fast< npc > > active_npc
 
int next_mission_id = 0
 
std::set< character_idfollower_ids
 
int moves_since_last_save = 0
 
time_t last_save_timestamp
 
std::array< float, OVERMAP_LAYERSlatest_lightlevels
 
time_point remoteveh_cache_time
 
vehicleremoteveh_cache
 
bool npcs_dirty = false
 Has a NPC been spawned since last load? More...
 
bool critter_died = false
 Has anything died in this turn and needs to be cleaned up? More...
 
bool first_redraw_since_waiting_started = true
 Is this the first redraw since waiting (sleeping or activity) started. More...
 
bool zones_manager_open = false
 Is Zone manager open or not - changes graphics of some zone tiles. More...
 
std::unique_ptr< special_gamegamemode
 
int user_action_counter = 0
 
int tileset_zoom = 0
 How far the tileset should be zoomed out, 16 is default. More...
 
unsigned int seed = 0
 Seed for all the random numbers that should have consistent randomness (weather). More...
 
std::vector< tripointdestination_preview
 
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
 
tripoint last_mouse_edge_scroll_vector_terrain
 
tripoint last_mouse_edge_scroll_vector_overmap
 
weak_ptr_fast< ui_adaptormain_ui_adaptor
 
std::unique_ptr< static_popupwait_popup
 

Friends

class editmap
 
class advanced_inventory
 
class main_menu
 
class monster_range
 
class Creature_range
 
distribution_grid_trackerget_distribution_grid_tracker ()
 Returns distribution grid tracker that is a part of the global game *g. More...
 
mapget_map ()
 
Characterget_player_character ()
 
avatarget_avatar ()
 
weather_managerget_weather ()
 

Detailed Description

Definition at line 143 of file game.h.

Member Enumeration Documentation

◆ vmenu_ret

enum class game::vmenu_ret : int
strongprivate
Enumerator
CHANGE_TAB 
QUIT 
FIRE 

Definition at line 768 of file game.h.

768 : int {
769 CHANGE_TAB,
770 QUIT,
771 FIRE, // Who knew, apparently you can do that in list_monsters
772 };

Constructor & Destructor Documentation

◆ game()

game::game ( )

Definition at line 300 of file game.cpp.

300 :
302 scent_ptr( *this ),
305 m( *map_ptr ),
306 u( *u_ptr ),
307 scent( *scent_ptr ),
309 uquit( QUIT_NO ),
310 new_game( false ),
312 mostseen( 0 ),
315 next_npc_id( 1 ),
316 next_mission_id( 1 ),
320 seed( 0 ),
321 last_mouse_edge_scroll( std::chrono::steady_clock::now() )
322{
330 world_generator = std::make_unique<worldfactory>();
331 // do nothing, everything that was in here is moved to init_data() which is called immediately after g = new game; in main.cpp
332 // The reason for this move is so that g is not uninitialized when it gets to installing the parts into vehicles.
333}
void subscribe(event_subscriber *)
Definition: event_bus.cpp:39
int mostseen
Definition: game.h:1022
pimpl< spell_events > spell_events_ptr
Definition: game.h:957
safe_mode_type safe_mode
Definition: game.h:1019
bool safe_mode_warning_logged
Definition: game.h:1033
pimpl< timed_event_manager > timed_event_manager_ptr
Definition: game.h:951
std::chrono::time_point< std::chrono::steady_clock > last_mouse_edge_scroll
Definition: game.h:1067
quit_status uquit
Used in main.cpp to determine what type of quit is being performed.
Definition: game.h:977
event_bus & events()
Definition: game.cpp:2709
pimpl< stats_tracker > stats_tracker_ptr
Definition: game.h:953
character_id next_npc_id
Definition: game.h:1035
pimpl< kill_tracker > kill_tracker_ptr
Definition: game.h:955
void reset_light_level()
Definition: game.cpp:3556
pimpl< memorial_logger > memorial_logger_ptr
Definition: game.h:956
shared_ptr_fast< player > u_shared_ptr
Definition: game.h:1024
pimpl< map > map_ptr
Definition: game.h:946
bool first_redraw_since_waiting_started
Is this the first redraw since waiting (sleeping or activity) started.
Definition: game.h:1050
pimpl< live_view > liveview_ptr
Definition: game.h:948
pimpl< achievements_tracker > achievements_tracker_ptr
Definition: game.h:954
pimpl< scent_map > scent_ptr
Definition: game.h:950
timed_event_manager & timed_events
Definition: game.h:965
unsigned int seed
Seed for all the random numbers that should have consistent randomness (weather).
Definition: game.h:1062
int next_mission_id
Definition: game.h:1037
bool new_game
True if the game has just started or loaded, else false.
Definition: game.h:979
pimpl< distribution_grid_tracker > grid_tracker_ptr
Definition: game.h:958
map & m
Definition: game.h:962
avatar & u
Definition: game.h:963
scent_map & scent
Definition: game.h:964
int user_action_counter
Definition: game.h:1056
live_view & liveview
Definition: game.h:949
int tileset_zoom
How far the tileset should be zoomed out, 16 is default.
Definition: game.h:1059
pimpl< avatar > u_ptr
Definition: game.h:947
time_point remoteveh_cache_time
Definition: game.h:1043
static void achievement_attained(const achievement *a)
Definition: game.cpp:293
static constexpr int DEFAULT_TILESET_ZOOM
Definition: game.h:41
@ SAFE_MODE_ON
Definition: game.h:78
@ QUIT_NO
Definition: game.h:68
mapbuffer MAPBUFFER
Definition: mapbuffer.cpp:40
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
For use with smart pointers when you don't actually want the deleter to do anything.
Definition: cata_utility.h:32
std::unique_ptr< worldfactory > world_generator

References achievements_tracker_ptr, events(), first_redraw_since_waiting_started, kill_tracker_ptr, memorial_logger_ptr, reset_light_level(), spell_events_ptr, stats_tracker_ptr, event_bus::subscribe(), and world_generator.

◆ ~game()

game::~game ( )
default

Member Function Documentation

◆ add_artifact_dreams()

void game::add_artifact_dreams ( )

Definition at line 11853 of file game.cpp.

11854{
11855 //If player is sleeping, get a dream from a carried artifact
11856 //Don't need to check that player is sleeping here, that's done before calling
11857 std::vector<item *> art_items = u.items_with( []( const item & it ) -> bool {
11858 return it.is_artifact();
11859 } );
11860 std::vector<item *> valid_arts;
11861 std::vector<std::vector<std::string>>
11862 valid_dreams; // Tracking separately so we only need to check its req once
11863 //Pull the list of dreams
11864 add_msg( m_debug, "Checking %s carried artifacts", art_items.size() );
11865 for( auto &it : art_items ) {
11866 //Pick only the ones with an applicable dream
11868 if( art && art->charge_req != ACR_NULL &&
11869 ( it->ammo_remaining() < it->ammo_capacity() ||
11870 it->ammo_capacity() == 0 ) ) { //or max 0 in case of wacky mod shenanigans
11871 add_msg( m_debug, "Checking artifact %s", it->tname() );
11872 if( check_art_charge_req( *it ) ) {
11873 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11874 if( art->dream_freq_met > 0 && x_in_y( art->dream_freq_met, 100 ) ) {
11875 add_msg( m_debug, "Adding met dream from %s", it->tname() );
11876 valid_arts.push_back( it );
11877 valid_dreams.push_back( art->dream_msg_met );
11878 }
11879 } else {
11880 add_msg( m_debug, " Has freq %s,%s", art->dream_freq_met, art->dream_freq_unmet );
11881 if( art->dream_freq_unmet > 0 && x_in_y( art->dream_freq_unmet, 100 ) ) {
11882 add_msg( m_debug, "Adding unmet dream from %s", it->tname() );
11883 valid_arts.push_back( it );
11884 valid_dreams.push_back( art->dream_msg_unmet );
11885 }
11886 }
11887 }
11888 }
11889 if( !valid_dreams.empty() ) {
11890 add_msg( m_debug, "Found %s valid artifact dreams", valid_dreams.size() );
11891 const int selected = rng( 0, valid_arts.size() - 1 );
11892 auto it = valid_arts[selected];
11893 auto msg = random_entry( valid_dreams[selected] );
11894 const std::string &dream = string_format( _( msg ), it->tname() );
11895 add_msg( dream );
11896 } else {
11897 add_msg( m_debug, "Didn't have any dreams, sorry" );
11898 }
11899}
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
@ ACR_NULL
Definition: artifact.h:79
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
Definition: item.h:210
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7399
bool is_artifact() const
Definition: item.cpp:6993
int ammo_capacity() const
Maximum quantity of ammunition loadable for tool, gun or auxiliary gunmod.
Definition: item.cpp:7426
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4574
const itype * type
Definition: item.h:2160
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
@ m_debug
Definition: enums.h:271
bool check_art_charge_req(item &it)
Definition: game.cpp:11556
void add_msg(std::string msg)
Definition: messages.cpp:910
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
cata::value_ptr< islot_artifact > artifact
Definition: itype.h:834
#define _(msg)
Definition: translations.h:116

References _, ACR_NULL, add_msg(), item::ammo_capacity(), item::ammo_remaining(), itype::artifact, check_art_charge_req(), item::is_artifact(), visitable< T >::items_with(), m_debug, random_entry(), rng(), string_format(), item::tname(), item::type, u, and x_in_y().

Referenced by do_turn().

◆ add_artifact_messages()

void game::add_artifact_messages ( const std::vector< art_effect_passive > &  effects)

Definition at line 11675 of file game.cpp.

11676{
11677 int net_str = 0;
11678 int net_dex = 0;
11679 int net_per = 0;
11680 int net_int = 0;
11681 int net_speed = 0;
11682
11683 for( auto &i : effects ) {
11684 switch( i ) {
11685 case AEP_STR_UP:
11686 net_str += 4;
11687 break;
11688 case AEP_DEX_UP:
11689 net_dex += 4;
11690 break;
11691 case AEP_PER_UP:
11692 net_per += 4;
11693 break;
11694 case AEP_INT_UP:
11695 net_int += 4;
11696 break;
11697 case AEP_ALL_UP:
11698 net_str += 2;
11699 net_dex += 2;
11700 net_per += 2;
11701 net_int += 2;
11702 break;
11703 case AEP_STR_DOWN:
11704 net_str -= 3;
11705 break;
11706 case AEP_DEX_DOWN:
11707 net_dex -= 3;
11708 break;
11709 case AEP_PER_DOWN:
11710 net_per -= 3;
11711 break;
11712 case AEP_INT_DOWN:
11713 net_int -= 3;
11714 break;
11715 case AEP_ALL_DOWN:
11716 net_str -= 2;
11717 net_dex -= 2;
11718 net_per -= 2;
11719 net_int -= 2;
11720 break;
11721
11722 case AEP_SPEED_UP:
11723 net_speed += 20;
11724 break;
11725 case AEP_SPEED_DOWN:
11726 net_speed -= 20;
11727 break;
11728
11729 case AEP_PBLUE:
11730 break; // No message
11731
11732 case AEP_SNAKES:
11733 add_msg( m_warning, _( "Your skin feels slithery." ) );
11734 break;
11735
11736 case AEP_INVISIBLE:
11737 add_msg( m_good, _( "You fade into invisibility!" ) );
11738 break;
11739
11740 case AEP_CLAIRVOYANCE:
11742 add_msg( m_good, _( "You can see through walls!" ) );
11743 break;
11744
11746 add_msg( m_good, _( "You can see through everything!" ) );
11747 break;
11748
11749 case AEP_STEALTH:
11750 add_msg( m_good, _( "Your steps stop making noise." ) );
11751 break;
11752
11753 case AEP_GLOW:
11754 add_msg( _( "A glow of light forms around you." ) );
11755 break;
11756
11757 case AEP_PSYSHIELD:
11758 add_msg( m_good, _( "Your mental state feels protected." ) );
11759 break;
11760
11762 add_msg( m_good, _( "You feel insulated." ) );
11763 break;
11764
11765 case AEP_CARRY_MORE:
11766 add_msg( m_good, _( "Your back feels strengthened." ) );
11767 break;
11768
11769 case AEP_FUN:
11770 add_msg( m_good, _( "You feel a pleasant tingle." ) );
11771 break;
11772
11773 case AEP_HUNGER:
11774 add_msg( m_warning, _( "You feel hungry." ) );
11775 break;
11776
11777 case AEP_THIRST:
11778 add_msg( m_warning, _( "You feel thirsty." ) );
11779 break;
11780
11781 case AEP_EVIL:
11782 add_msg( m_warning, _( "You feel an evil presence…" ) );
11783 break;
11784
11785 case AEP_SCHIZO:
11786 add_msg( m_bad, _( "You feel a tickle of insanity." ) );
11787 break;
11788
11789 case AEP_RADIOACTIVE:
11790 add_msg( m_warning, _( "Your skin prickles with radiation." ) );
11791 break;
11792
11793 case AEP_MUTAGENIC:
11794 add_msg( m_bad, _( "You feel your genetic makeup degrading." ) );
11795 break;
11796
11797 case AEP_ATTENTION:
11798 add_msg( m_warning, _( "You feel an otherworldly attention upon you…" ) );
11799 break;
11800
11801 case AEP_FORCE_TELEPORT:
11802 add_msg( m_bad, _( "You feel a force pulling you inwards." ) );
11803 break;
11804
11805 case AEP_MOVEMENT_NOISE:
11806 add_msg( m_warning, _( "You hear a rattling noise coming from inside yourself." ) );
11807 break;
11808
11809 case AEP_BAD_WEATHER:
11810 add_msg( m_warning, _( "You feel storms coming." ) );
11811 break;
11812
11813 case AEP_SICK:
11814 add_msg( m_bad, _( "You feel unwell." ) );
11815 break;
11816
11817 case AEP_SMOKE:
11818 add_msg( m_warning, _( "A cloud of smoke appears." ) );
11819 break;
11820 default:
11821 //Suppress warnings
11822 break;
11823 }
11824 }
11825
11826 std::string stat_info;
11827 if( net_str != 0 ) {
11828 stat_info += string_format( _( "Str %s%d! " ),
11829 ( net_str > 0 ? "+" : "" ), net_str );
11830 }
11831 if( net_dex != 0 ) {
11832 stat_info += string_format( _( "Dex %s%d! " ),
11833 ( net_dex > 0 ? "+" : "" ), net_dex );
11834 }
11835 if( net_int != 0 ) {
11836 stat_info += string_format( _( "Int %s%d! " ),
11837 ( net_int > 0 ? "+" : "" ), net_int );
11838 }
11839 if( net_per != 0 ) {
11840 stat_info += string_format( _( "Per %s%d! " ),
11841 ( net_per > 0 ? "+" : "" ), net_per );
11842 }
11843
11844 if( !stat_info.empty() ) {
11845 add_msg( m_neutral, stat_info );
11846 }
11847
11848 if( net_speed != 0 ) {
11849 add_msg( m_info, _( "Speed %s%d!" ), ( net_speed > 0 ? "+" : "" ), net_speed );
11850 }
11851}
@ m_good
Definition: enums.h:260
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
@ m_warning
Definition: enums.h:264
@ AEP_GLOW
Definition: enums.h:115
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_ALL_UP
Definition: enums.h:106
@ AEP_INT_UP
Definition: enums.h:105
@ AEP_INT_DOWN
Definition: enums.h:135
@ AEP_PER_UP
Definition: enums.h:104
@ AEP_PSYSHIELD
Definition: enums.h:116
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_MOVEMENT_NOISE
Definition: enums.h:139
@ AEP_STEALTH
Definition: enums.h:113
@ AEP_CARRY_MORE
Definition: enums.h:118
@ AEP_THIRST
Definition: enums.h:125
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_EVIL
Definition: enums.h:127
@ AEP_ALL_DOWN
Definition: enums.h:136
@ AEP_DEX_UP
Definition: enums.h:103
@ AEP_SCHIZO
Definition: enums.h:128
@ AEP_DEX_DOWN
Definition: enums.h:133
@ AEP_FUN
Definition: enums.h:120
@ AEP_PER_DOWN
Definition: enums.h:134
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_RADIOACTIVE
Definition: enums.h:129
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_BAD_WEATHER
Definition: enums.h:140
@ AEP_SICK
Definition: enums.h:141
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
@ AEP_INVISIBLE
Definition: enums.h:110
@ AEP_STR_UP
Definition: enums.h:102
@ AEP_STR_DOWN
Definition: enums.h:132
@ AEP_HUNGER
Definition: enums.h:124
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117
@ AEP_PBLUE
Definition: enums.h:108
@ AEP_SPEED_DOWN
Definition: enums.h:137
@ AEP_SNAKES
Definition: enums.h:109
@ AEP_SMOKE
Definition: enums.h:126

References _, add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_ATTENTION, AEP_BAD_WEATHER, AEP_CARRY_MORE, AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_FORCE_TELEPORT, AEP_FUN, AEP_GLOW, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_INVISIBLE, AEP_MOVEMENT_NOISE, AEP_MUTAGENIC, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_PSYSHIELD, AEP_RADIOACTIVE, AEP_RESIST_ELECTRICITY, AEP_SCHIZO, AEP_SICK, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STEALTH, AEP_STR_DOWN, AEP_STR_UP, AEP_SUPER_CLAIRVOYANCE, AEP_THIRST, m_bad, m_good, m_info, m_neutral, m_warning, and string_format().

◆ add_draw_callback()

void game::add_draw_callback ( shared_ptr_fast< draw_callback_t cb)

Definition at line 3007 of file game.cpp.

3008{
3009 draw_callbacks.erase(
3010 std::remove_if( draw_callbacks.begin(), draw_callbacks.end(),
3011 []( const weak_ptr_fast<draw_callback_t> &cbw ) {
3012 return cbw.expired();
3013 } ),
3014 draw_callbacks.end()
3015 );
3016 draw_callbacks.emplace_back( cb );
3017 cb->added = true;
3019}
void invalidate_main_ui_adaptor() const
Definition: game.cpp:2972
std::vector< weak_ptr_fast< draw_callback_t > > draw_callbacks
Definition: game.h:225
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17

References draw_callbacks, and invalidate_main_ui_adaptor().

Referenced by get_player_input(), list_items(), list_monsters(), look_around(), pickup(), and zones_manager().

◆ add_npc_follower()

void game::add_npc_follower ( const character_id id)

Add follower id to set of followers.

Definition at line 1876 of file game.cpp.

1877{
1878 follower_ids.insert( id );
1879 u.follower_ids.insert( id );
1880}
std::set< character_id > follower_ids
Definition: game.h:1038
std::set< character_id > follower_ids
Definition: player.h:261

References follower_ids, player::follower_ids, and u.

Referenced by validate_npc_followers().

◆ all_creatures()

game::Creature_range game::all_creatures ( )

Returns an anonymous range that contains all creatures.

The range allows iteration via a range-based for loop, e.g. for( Creature &critter : all_creatures() ) { ... }. One shall not store the returned range nor the iterators. One can freely remove and add creatures to the game during the iteration. Added creatures will not be iterated over.

Definition at line 12011 of file game.cpp.

12012{
12013 return Creature_range( *this );
12014}
friend class Creature_range
Definition: game.h:334

References Creature_range.

Referenced by draw_ter(), get_creature_if(), and get_creatures_if().

◆ all_monsters()

game::monster_range game::all_monsters ( )

Same as all_creatures but iterators only over monsters.

Definition at line 12016 of file game.cpp.

12017{
12018 return monster_range( *this );
12019}
friend class monster_range
Definition: game.h:333

References monster_range.

Referenced by cleanup_at_end(), disp_NPCs(), get_fishable_monsters(), monmove(), place_player_overmap(), shift_monsters(), start_game(), validate_mounted_npcs(), and vertical_move().

◆ all_npcs()

game::npc_range game::all_npcs ( )

Same as all_creatures but iterators only over npcs.

Definition at line 12021 of file game.cpp.

12022{
12023 return npc_range( *this );
12024}

Referenced by do_turn(), and get_npcs_if().

◆ allies()

std::vector< npc * > game::allies ( )

Get all living player allies.

Definition at line 11925 of file game.cpp.

11926{
11927 return get_npcs_if( [&]( const npc & guy ) {
11928 if( !guy.is_hallucination() ) {
11929 return guy.is_ally( g->u );
11930 } else {
11931 return false;
11932 }
11933 } );
11934}
std::vector< npc * > get_npcs_if(const std::function< bool(const npc &)> &pred)
Definition: game.cpp:11948
Definition: npc.h:744
bool is_hallucination() const override
Definition: npc.cpp:3287

References get_npcs_if(), and npc::is_hallucination().

◆ assign_mission_id()

int game::assign_mission_id ( )

Returns the next available mission id.

Definition at line 1864 of file game.cpp.

1865{
1866 int ret = next_mission_id;
1868 return ret;
1869}

References next_mission_id, and cata::hash64_detail::ret.

◆ assign_npc_id()

character_id game::assign_npc_id ( )

Definition at line 3564 of file game.cpp.

3565{
3567 ++next_npc_id;
3568 return ret;
3569}

References next_npc_id, and cata::hash64_detail::ret.

Referenced by load(), and start_game().

◆ autopilot_vehicles()

void game::autopilot_vehicles ( )

process vehicles that are following the player

Definition at line 1663 of file game.cpp.

1664{
1665 for( wrapped_vehicle &veh : m.get_vehicles() ) {
1666 vehicle *&v = veh.v;
1667 if( v->is_following ) {
1668 v->drive_to_local_target( m.getabs( u.pos() ), true );
1669 } else if( v->is_patrolling ) {
1670 v->autopilot_patrol();
1671 }
1672 }
1673}
const tripoint & pos() const override
Definition: character.cpp:599
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8399
VehicleList get_vehicles()
Definition: map.cpp:296
A vehicle as a whole with all its components.
Definition: vehicle.h:676
void autopilot_patrol()
Definition: vehicle.cpp:702
bool is_following
Definition: vehicle.h:2008
bool is_patrolling
Definition: vehicle.h:2009
void drive_to_local_target(const tripoint &target, bool follow_protocol)
Definition: vehicle.cpp:817

References vehicle::autopilot_patrol(), vehicle::drive_to_local_target(), map::get_vehicles(), map::getabs(), vehicle::is_following, vehicle::is_patrolling, m, Character::pos(), and u.

Referenced by do_turn().

◆ autosave()

void game::autosave ( )
private

Definition at line 11342 of file game.cpp.

11343{
11344 //Don't autosave if the min-autosave interval has not passed since the last autosave/quicksave.
11345 if( time( nullptr ) < last_save_timestamp + 60 * get_option<int>( "AUTOSAVE_MINUTES" ) ) {
11346 return;
11347 }
11348 quicksave(); //Driving checks are handled by quicksave()
11349}
time_t last_save_timestamp
Definition: game.h:1040
void quicksave()
Definition: game.cpp:11297
@ time
Recharges slowly with time.

References last_save_timestamp, quicksave(), and time.

Referenced by do_turn().

◆ butcher()

void game::butcher ( )
private

Definition at line 8316 of file game.cpp.

8317{
8318 static const std::string salvage_string = "salvage";
8319 if( u.controlling_vehicle ) {
8320 add_msg( m_info, _( "You can't butcher while driving!" ) );
8321 return;
8322 }
8323
8324 const int factor = u.max_quality( quality_id( "BUTCHER" ) );
8325 const int factorD = u.max_quality( quality_id( "CUT_FINE" ) );
8326 const std::string no_knife_msg = _( "You don't have a butchering tool." );
8327 const std::string no_corpse_msg = _( "There are no corpses here to butcher." );
8328
8329 //You can't butcher on sealed terrain- you have to smash/shovel/etc it open first
8330 if( m.has_flag( "SEALED", u.pos() ) ) {
8331 if( m.sees_some_items( u.pos(), u ) ) {
8332 add_msg( m_info, _( "You can't access the items here." ) );
8333 } else if( factor > INT_MIN || factorD > INT_MIN ) {
8334 add_msg( m_info, no_corpse_msg );
8335 } else {
8336 add_msg( m_info, no_knife_msg );
8337 }
8338 return;
8339 }
8340
8341 const item *first_item_without_tools = nullptr;
8342 // Indices of relevant items
8343 std::vector<map_stack::iterator> corpses;
8344 std::vector<map_stack::iterator> disassembles;
8345 std::vector<map_stack::iterator> salvageables;
8346 map_stack items = m.i_at( u.pos() );
8347 const inventory &crafting_inv = u.crafting_inventory();
8348
8349 // TODO: Properly handle different material whitelists
8350 // TODO: Improve quality of this section
8351 auto salvage_filter = []( item it ) {
8352 const auto usable = it.get_usable_item( salvage_string );
8353 return usable != nullptr;
8354 };
8355
8356 std::vector< item * > salvage_tools = u.items_with( salvage_filter );
8357 int salvage_tool_index = INT_MIN;
8358 item *salvage_tool = nullptr;
8359 const salvage_actor *salvage_iuse = nullptr;
8360 if( !salvage_tools.empty() ) {
8361 salvage_tool = salvage_tools.front();
8362 salvage_tool_index = u.get_item_position( salvage_tool );
8363 item *usable = salvage_tool->get_usable_item( salvage_string );
8364 salvage_iuse = dynamic_cast<const salvage_actor *>(
8365 usable->get_use( salvage_string )->get_actor_ptr() );
8366 }
8367
8368 // Reserve capacity for each to hold entire item set if necessary to prevent
8369 // reallocations later on
8370 corpses.reserve( items.size() );
8371 salvageables.reserve( items.size() );
8372 disassembles.reserve( items.size() );
8373
8374 // Split into corpses, disassemble-able, and salvageable items
8375 // It's not much additional work to just generate a corpse list and
8376 // clear it later, but does make the splitting process nicer.
8377 for( map_stack::iterator it = items.begin(); it != items.end(); ++it ) {
8378 if( it->is_corpse() ) {
8379 corpses.push_back( it );
8380 } else {
8381 if( ( salvage_tool_index != INT_MIN ) && salvage_iuse->valid_to_cut_up( *it ) ) {
8382 salvageables.push_back( it );
8383 }
8384 if( crafting::can_disassemble( u, *it, crafting_inv ).success() ) {
8385 disassembles.push_back( it );
8386 } else if( !first_item_without_tools ) {
8387 first_item_without_tools = &*it;
8388 }
8389 }
8390 }
8391
8392 // Clear corpses if butcher and dissect factors are INT_MIN
8393 if( factor == INT_MIN && factorD == INT_MIN ) {
8394 corpses.clear();
8395 }
8396
8397 if( corpses.empty() && disassembles.empty() && salvageables.empty() ) {
8398 if( factor > INT_MIN || factorD > INT_MIN ) {
8399 add_msg( m_info, no_corpse_msg );
8400 } else {
8401 add_msg( m_info, no_knife_msg );
8402 }
8403
8404 if( first_item_without_tools ) {
8405 add_msg( m_info, _( "You don't have the necessary tools to disassemble any items here." ) );
8406 // Just for the "You need x to disassemble y" messages
8407 const auto ret = crafting::can_disassemble( u, *first_item_without_tools, crafting_inv );
8408 if( !ret.success() ) {
8409 add_msg( m_info, "%s", ret.c_str() );
8410 }
8411 }
8412 return;
8413 }
8414
8415 Creature *hostile_critter = is_hostile_very_close();
8416 if( hostile_critter != nullptr ) {
8417 if( !query_yn( _( "You see %s nearby! Start butchering anyway?" ),
8418 hostile_critter->disp_name() ) ) {
8419 return;
8420 }
8421 }
8422
8423 // Magic indices for special butcher options
8424 enum : int {
8425 MULTISALVAGE = MAX_ITEM_IN_SQUARE + 1,
8426 MULTIBUTCHER,
8427 MULTIDISASSEMBLE_ONE,
8428 MULTIDISASSEMBLE_ALL,
8429 NUM_BUTCHER_ACTIONS
8430 };
8431 // What are we butchering (i.e.. which vector to pick indices from)
8432 enum {
8433 BUTCHER_CORPSE,
8434 BUTCHER_DISASSEMBLE,
8435 BUTCHER_SALVAGE,
8436 BUTCHER_OTHER // For multisalvage etc.
8437 } butcher_select = BUTCHER_CORPSE;
8438 // Index to std::vector of iterators...
8439 int indexer_index = 0;
8440
8441 // Generate the indexed stacks so we can display them nicely
8442 const auto disassembly_stacks = generate_butcher_stack_display( disassembles );
8443 const auto salvage_stacks = generate_butcher_stack_display( salvageables );
8444 // Always ask before cutting up/disassembly, but not before butchery
8445 size_t ret = 0;
8446 if( !corpses.empty() || !disassembles.empty() || !salvageables.empty() ) {
8447 uilist kmenu;
8448 kmenu.text = _( "Choose corpse to butcher / item to disassemble" );
8449
8450 size_t i = 0;
8451 // Add corpses, disassembleables, and salvagables to the UI
8452 add_corpses( kmenu, corpses, i );
8453 add_disassemblables( kmenu, disassembly_stacks, i );
8454 if( salvage_iuse && !salvageables.empty() ) {
8455 add_salvagables( kmenu, salvage_stacks, i, *salvage_iuse );
8456 }
8457
8458 if( corpses.size() > 1 ) {
8459 kmenu.addentry( MULTIBUTCHER, true, 'b', _( "Butcher everything" ) );
8460 }
8461 if( disassembles.size() > 1 ) {
8462 int time_to_disassemble = 0;
8463 int time_to_disassemble_all = 0;
8464 for( const auto &stack : disassembly_stacks ) {
8465 const int time = recipe_dictionary::get_uncraft( stack.first->typeId() ).time;
8466 time_to_disassemble += time;
8467 time_to_disassemble_all += time * stack.second;
8468 }
8469
8470 kmenu.addentry_col( MULTIDISASSEMBLE_ONE, true, 'D', _( "Disassemble everything once" ),
8471 to_string_clipped( time_duration::from_turns( time_to_disassemble / 100 ) ) );
8472 kmenu.addentry_col( MULTIDISASSEMBLE_ALL, true, 'd', _( "Disassemble everything recursively" ),
8473 to_string_clipped( time_duration::from_turns( time_to_disassemble_all / 100 ) ) );
8474 }
8475 if( salvage_iuse && salvageables.size() > 1 ) {
8476 int time_to_salvage = 0;
8477 for( const auto &stack : salvage_stacks ) {
8478 time_to_salvage += salvage_iuse->time_to_cut_up( *stack.first ) * stack.second;
8479 }
8480
8481 kmenu.addentry_col( MULTISALVAGE, true, 'z', _( "Cut up everything" ),
8482 to_string_clipped( time_duration::from_turns( time_to_salvage / 100 ) ) );
8483 }
8484
8485 kmenu.query();
8486
8487 if( kmenu.ret < 0 || kmenu.ret >= NUM_BUTCHER_ACTIONS ) {
8488 return;
8489 }
8490
8491 ret = static_cast<size_t>( kmenu.ret );
8492 if( ret >= MULTISALVAGE && ret < NUM_BUTCHER_ACTIONS ) {
8493 butcher_select = BUTCHER_OTHER;
8494 indexer_index = ret;
8495 } else if( ret < corpses.size() ) {
8496 butcher_select = BUTCHER_CORPSE;
8497 indexer_index = ret;
8498 } else if( ret < corpses.size() + disassembly_stacks.size() ) {
8499 butcher_select = BUTCHER_DISASSEMBLE;
8500 indexer_index = ret - corpses.size();
8501 } else if( ret < corpses.size() + disassembly_stacks.size() + salvage_stacks.size() ) {
8502 butcher_select = BUTCHER_SALVAGE;
8503 indexer_index = ret - corpses.size() - disassembly_stacks.size();
8504 } else {
8505 debugmsg( "Invalid butchery index: %d", ret );
8506 return;
8507 }
8508 }
8509
8510 if( !u.has_morale_to_craft() ) {
8511 if( butcher_select == BUTCHER_CORPSE || indexer_index == MULTIBUTCHER ) {
8512 add_msg( m_info,
8513 _( "You are not in the mood and the prospect of guts and blood on your hands convinces you to turn away." ) );
8514 } else {
8515 add_msg( m_info,
8516 _( "You are not in the mood and the prospect of work stops you before you begin." ) );
8517 }
8518 return;
8519 }
8520 const auto helpers = character_funcs::get_crafting_helpers( u );
8521 for( const npc *np : helpers ) {
8522 add_msg( m_info, _( "%s helps with this task…" ), np->name );
8523 }
8524 switch( butcher_select ) {
8525 case BUTCHER_OTHER:
8526 switch( indexer_index ) {
8527 case MULTISALVAGE:
8528 u.assign_activity( activity_id( "ACT_LONGSALVAGE" ), 0, salvage_tool_index );
8529 break;
8530 case MULTIBUTCHER:
8531 butcher_submenu( corpses );
8532 for( map_stack::iterator &it : corpses ) {
8533 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*it );
8534 }
8535 break;
8536 case MULTIDISASSEMBLE_ONE:
8537 crafting::disassemble_all( u, false );
8538 break;
8539 case MULTIDISASSEMBLE_ALL:
8541 break;
8542 default:
8543 debugmsg( "Invalid butchery type: %d", indexer_index );
8544 return;
8545 }
8546 break;
8547 case BUTCHER_CORPSE: {
8548 butcher_submenu( corpses, indexer_index );
8549 u.activity.targets.emplace_back( map_cursor( u.pos() ), &*corpses[indexer_index] );
8550 }
8551 break;
8552 case BUTCHER_DISASSEMBLE: {
8553 // Pick index of first item in the disassembly stack
8554 item *const target = &*disassembly_stacks[indexer_index].first;
8556 }
8557 break;
8558 case BUTCHER_SALVAGE: {
8559 if( !salvage_iuse || !salvage_tool ) {
8560 debugmsg( "null salve_iuse or salvage_tool" );
8561 } else {
8562 // Pick index of first item in the salvage stack
8563 item *const target = &*salvage_stacks[indexer_index].first;
8564 item_location item_loc( map_cursor( u.pos() ), target );
8565 salvage_iuse->cut_up( u, *salvage_tool, item_loc );
8566 }
8567 }
8568 break;
8569 }
8570}
string_id< activity_type > activity_id
Definition: activity_type.h:15
static std::string to_string_clipped(const int num, const clipped_unit type, const clipped_align align)
Definition: calendar.cpp:228
bool controlling_vehicle
Definition: character.h:254
player_activity activity
Definition: character.h:1578
int get_item_position(const item *it) const
Returns the item position (suitable for i_at or similar) of a specific item.
Definition: character.cpp:2352
bool has_morale_to_craft() const
Definition: crafting.cpp:336
const inventory & crafting_inventory(bool clear_path)
Definition: crafting.cpp:556
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9187
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
Creature * is_hostile_very_close()
Definition: game.cpp:3578
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
size_t size() const
Definition: item_stack.cpp:10
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7990
const use_function * get_use(const std::string &use_name) const
Returns the pointer to use_function with name use_name assigned to the type of this item or any of it...
Definition: item.cpp:7964
Definition: map.h:105
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2374
map_stack i_at(const tripoint &p)
Definition: map.cpp:4209
bool sees_some_items(const tripoint &p, const Creature &who) const
Check if creature can see some items at p.
Definition: map.cpp:4855
std::vector< item_location > targets
static const recipe & get_uncraft(const itype_id &id)
Returns disassembly recipe (or null recipe if no match)
int time
Definition: recipe.h:61
Cuts stuff up into components.
Definition: iuse_actor.h:567
bool valid_to_cut_up(const item &it) const
int cut_up(player &p, item &it, item_location &cut) const
int time_to_cut_up(const item &it) const
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
uilist: scrolling vertical list menu
Definition: ui.h:187
int ret
Definition: ui.h:412
void addentry_col(int r, bool e, int k, const std::string &str, const std::string &column, const std::string &desc="")
Definition: ui.cpp:962
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
static void butcher_submenu(const std::vector< map_stack::iterator > &corpses, int corpse=-1)
Definition: game.cpp:8166
static void add_salvagables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index, const salvage_actor &salvage_iuse)
Definition: game.cpp:8124
static void add_disassemblables(uilist &menu, const std::vector< std::pair< map_stack::iterator, int > > &stacks, size_t &menu_index)
Definition: game.cpp:8145
static std::vector< std::pair< map_stack::iterator, int > > generate_butcher_stack_display(const std::vector< map_stack::iterator > &its)
Definition: game.cpp:8077
static void add_corpses(uilist &menu, const std::vector< map_stack::iterator > &its, size_t &menu_index)
Definition: game.cpp:8112
static constexpr int MAX_ITEM_IN_SQUARE
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
std::vector< npc * > get_crafting_helpers(const Character &who, int max)
Returns nearby NPCs ready and willing to help with crafting or some other manual task.
ret_val< bool > can_disassemble(const Character &who, const item &obj, const inventory &inv)
Check if character can disassemble an item using the given crafting inventory.
Definition: crafting.cpp:1881
bool disassemble(avatar &you)
Prompt for an item to disassemble, then start activity.
Definition: crafting.cpp:2065
bool disassemble_all(avatar &you, bool recursively)
Start an activity to disassemble all items in avatar's square.
Definition: crafting.cpp:2076
bool query_yn(const std::string &text)
Definition: output.cpp:698
iuse_actor * get_actor_ptr()
Definition: iuse.h:315
string_id< quality > quality_id
Definition: type_id.h:184

References _, Character::activity, add_corpses(), add_disassemblables(), add_msg(), add_salvagables(), uilist::addentry(), uilist::addentry_col(), Character::assign_activity(), item_stack::begin(), butcher_submenu(), crafting::can_disassemble(), Character::controlling_vehicle, Character::crafting_inventory(), salvage_actor::cut_up(), debugmsg, crafting::disassemble(), crafting::disassemble_all(), Creature::disp_name(), item_stack::end(), time_duration::from_turns(), generate_butcher_stack_display(), use_function::get_actor_ptr(), character_funcs::get_crafting_helpers(), Character::get_item_position(), recipe_dictionary::get_uncraft(), item::get_usable_item(), item::get_use(), map::has_flag(), Character::has_morale_to_craft(), map::i_at(), is_hostile_very_close(), visitable< T >::items_with(), m, m_info, MAX_ITEM_IN_SQUARE, visitable< T >::max_quality(), Character::pos(), uilist::query(), query_yn(), cata::hash64_detail::ret, uilist::ret, map::sees_some_items(), item_stack::size(), player_activity::targets, uilist::text, recipe::time, time, salvage_actor::time_to_cut_up(), to_string_clipped(), u, and salvage_actor::valid_to_cut_up().

Referenced by handle_action().

◆ calc_driving_offset()

void game::calc_driving_offset ( vehicle veh = nullptr)

Definition at line 1251 of file game.cpp.

1252{
1253 if( veh == nullptr || !get_option<bool>( "DRIVING_VIEW_OFFSET" ) ) {
1255 return;
1256 }
1257 const int g_light_level = static_cast<int>( light_level( u.posz() ) );
1258 const int light_sight_range = u.sight_range( g_light_level );
1259 int sight = std::max( veh_lumi( *veh ), light_sight_range );
1260
1261 // The maximal offset will leave at least this many tiles
1262 // between the PC and the edge of the main window.
1263 static const int border_range = 2;
1264 point max_offset( ( getmaxx( w_terrain ) + 1 ) / 2 - border_range - 1,
1265 ( getmaxy( w_terrain ) + 1 ) / 2 - border_range - 1 );
1266
1267 // velocity at or below this results in no offset at all
1268 static const float min_offset_vel = 1 * vehicles::vmiph_per_tile;
1269 // velocity at or above this results in maximal offset
1270 static const float max_offset_vel = std::min( max_offset.y, max_offset.x ) *
1272 float velocity = veh->velocity;
1273 rl_vec2d offset = veh->move_vec();
1274 if( !veh->skidding && veh->player_in_control( u ) &&
1275 std::abs( veh->cruise_velocity - veh->velocity ) < 7 * vehicles::vmiph_per_tile ) {
1276 // Use the cruise controlled velocity, but only if
1277 // it is not too different from the actual velocity.
1278 // The actual velocity changes too often (see above slowdown).
1279 // Using it makes would make the offset change far too often.
1280 offset = veh->face_vec();
1281 velocity = veh->cruise_velocity;
1282 }
1283 float rel_offset;
1284 if( std::fabs( velocity ) < min_offset_vel ) {
1285 rel_offset = 0;
1286 } else if( std::fabs( velocity ) > max_offset_vel ) {
1287 rel_offset = ( velocity > 0 ) ? 1 : -1;
1288 } else {
1289 rel_offset = ( velocity - min_offset_vel ) / ( max_offset_vel - min_offset_vel );
1290 }
1291 // Squeeze into the corners, by making the offset vector longer,
1292 // the PC is still in view as long as both offset.x and
1293 // offset.y are <= 1
1294 if( std::fabs( offset.x ) > std::fabs( offset.y ) && std::fabs( offset.x ) > 0.2 ) {
1295 offset.y /= std::fabs( offset.x );
1296 offset.x = ( offset.x > 0 ) ? +1 : -1;
1297 } else if( std::fabs( offset.y ) > 0.2 ) {
1298 offset.x /= std::fabs( offset.y );
1299 offset.y = offset.y > 0 ? +1 : -1;
1300 }
1301 offset.x *= rel_offset;
1302 offset.y *= rel_offset;
1303 offset.x *= max_offset.x;
1304 offset.y *= max_offset.y;
1305 // [ ----@---- ] sight=6
1306 // [ --@------ ] offset=2
1307 // [ -@------# ] offset=3
1308 // can see sights square in every direction, total visible area is
1309 // (2*sight+1)x(2*sight+1), but the window is only
1310 // getmaxx(w_terrain) x getmaxy(w_terrain)
1311 // The area outside of the window is maxoff (sight-getmax/2).
1312 // If that value is <= 0, the whole visible area fits the window.
1313 // don't apply the view offset at all.
1314 // If the offset is > maxoff, only apply at most maxoff, everything
1315 // above leads to invisible area in front of the car.
1316 // It will display (getmax/2+offset) squares in one direction and
1317 // (getmax/2-offset) in the opposite direction (centered on the PC).
1318 const point maxoff( ( sight * 2 + 1 - getmaxx( w_terrain ) ) / 2,
1319 ( sight * 2 + 1 - getmaxy( w_terrain ) ) / 2 );
1320 if( maxoff.x <= 0 ) {
1321 offset.x = 0;
1322 } else if( offset.x > 0 && offset.x > maxoff.x ) {
1323 offset.x = maxoff.x;
1324 } else if( offset.x < 0 && -offset.x > maxoff.x ) {
1325 offset.x = -maxoff.x;
1326 }
1327 if( maxoff.y <= 0 ) {
1328 offset.y = 0;
1329 } else if( offset.y > 0 && offset.y > maxoff.y ) {
1330 offset.y = maxoff.y;
1331 } else if( offset.y < 0 && -offset.y > maxoff.y ) {
1332 offset.y = -maxoff.y;
1333 }
1334
1335 // Turn the offset into a vector that increments the offset toward the desired position
1336 // instead of setting it there instantly, should smooth out jerkiness.
1337 const point offset_difference( -driving_view_offset + point( offset.x, offset.y ) );
1338
1339 const point offset_sign( ( offset_difference.x < 0 ) ? -1 : 1,
1340 ( offset_difference.y < 0 ) ? -1 : 1 );
1341 // Shift the current offset in the direction of the calculated offset by one tile
1342 // per draw event, but snap to calculated offset if we're close enough to avoid jitter.
1343 offset.x = ( std::abs( offset_difference.x ) > 1 ) ?
1344 ( driving_view_offset.x + offset_sign.x ) : offset.x;
1345 offset.y = ( std::abs( offset_difference.y ) > 1 ) ?
1346 ( driving_view_offset.y + offset_sign.y ) : offset.y;
1347
1348 set_driving_view_offset( point( offset.x, offset.y ) );
1349}
int posz() const override
Definition: character.h:803
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:604
point driving_view_offset
Definition: game.h:996
catacurses::window w_terrain
Definition: game.h:986
void set_driving_view_offset(point p)
Definition: game.cpp:1600
unsigned char light_level(int zlev) const
Returns coarse number-of-squares of visibility at the current light level.
Definition: game.cpp:3550
rl_vec2d move_vec() const
rl_vec2d face_vec() const
bool skidding
Definition: vehicle.h:2024
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:278
int velocity
Definition: vehicle.h:1943
int cruise_velocity
Definition: vehicle.h:1945
static int veh_lumi(vehicle &veh)
Definition: game.cpp:1233
int getmaxx(const window &win)
Definition: ncurses_def.cpp:58
int getmaxy(const window &win)
Definition: ncurses_def.cpp:63
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
constexpr float vmiph_per_tile
Definition: vehicle.h:69
static constexpr point point_zero
Definition: point.h:260
Definition: point.h:35
int y
Definition: point.h:39
int x
Definition: point.h:38
float y
Definition: point_float.h:13
float x
Definition: point_float.h:12

References vehicle::cruise_velocity, driving_view_offset, units::fabs(), vehicle::face_vec(), catacurses::getmaxx(), catacurses::getmaxy(), light_level(), vehicle::move_vec(), vehicle::player_in_control(), point_zero, Character::posz(), set_driving_view_offset(), Character::sight_range(), vehicle::skidding, u, veh_lumi(), vehicle::velocity, vehicles::vmiph_per_tile, w_terrain, point::x, rl_vec2d::x, point::y, and rl_vec2d::y.

Referenced by do_turn().

◆ cancel_activity_or_ignore_query()

bool game::cancel_activity_or_ignore_query ( distraction_type  type,
const std::string &  text 
)

Asks if the player wants to cancel their activity and if so cancels it.

Additionally checks if the player wants to ignore further distractions.

Definition at line 1702 of file game.cpp.

1703{
1706 return false;
1707 }
1708 if( u.has_distant_destination() ) {
1709 if( cancel_auto_move( u, text ) ) {
1710 return true;
1711 } else {
1713 return false;
1714 }
1715 }
1716 const bool force_uc = get_option<bool>( "FORCE_CAPITAL_YN" );
1717 const auto &allow_key = force_uc ? input_context::disallow_lower_case
1719
1720 const auto &action = query_popup()
1721 .context( "CANCEL_ACTIVITY_OR_IGNORE_QUERY" )
1722 .message( force_uc ?
1723 pgettext( "cancel_activity_or_ignore_query",
1724 "<color_light_red>%s %s (Case Sensitive)</color>" ) :
1725 pgettext( "cancel_activity_or_ignore_query",
1726 "<color_light_red>%s %s</color>" ),
1727 text, u.activity.get_stop_phrase() )
1728 .option( "YES", allow_key )
1729 .option( "NO", allow_key )
1730 .option( "MANAGER", allow_key )
1731 .option( "IGNORE", allow_key )
1732 .query()
1733 .action;
1734
1735 if( action == "YES" ) {
1737 return true;
1738 }
1739 if( action == "IGNORE" ) {
1741 for( auto &activity : u.backlog ) {
1742 activity.ignore_distraction( type );
1743 }
1744 }
1745 if( action == "MANAGER" ) {
1748 return true;
1749 }
1750
1753
1754 return false;
1755}
void set_destination(const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
void cancel_activity()
Definition: character.cpp:9230
std::vector< tripoint > & get_auto_move_route()
std::list< player_activity > backlog
Definition: character.h:1579
bool has_distant_destination() const
static const input_event_filter allow_all_keys
Definition: input.h:541
static const input_event_filter disallow_lower_case
Definition: input.h:540
bool is_distraction_ignored(distraction_type type) const
std::string get_stop_phrase() const
void ignore_distraction(distraction_type type)
UI class for displaying messages or querying player input with popups.
Definition: popup.h:39
query_popup & context(const std::string &cat)
Specify the input context.
Definition: popup.cpp:21
query_popup & option(const std::string &opt)
Specify an action as an option.
Definition: popup.cpp:28
result query()
Query until a valid action or an error happens and return the result.
Definition: popup.cpp:348
query_popup & message(const std::string &fmt, Args &&... args)
Specify the query message.
Definition: popup.h:91
@ action
Definition: dialogue.h:36
distraction_manager::distraction_manager_gui & get_distraction_manager()
static bool cancel_auto_move(player &p, const std::string &text)
Definition: game.cpp:1689
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
void refresh_display()
Make changes made to the display visible to the user immediately.
std::string action
Definition: popup.h:68
const char * pgettext(const char *context, const char *msgid)

References action, query_popup::result::action, Character::activity, input_context::allow_all_keys, Character::backlog, Character::cancel_activity(), cancel_auto_move(), query_popup::context(), input_context::disallow_lower_case, Character::get_auto_move_route(), get_distraction_manager(), player_activity::get_stop_phrase(), Character::has_distant_destination(), player_activity::ignore_distraction(), invalidate_main_ui_adaptor(), player_activity::is_distraction_ignored(), query_popup::message(), query_popup::option(), pgettext(), query_popup::query(), ui_manager::redraw(), refresh_display(), Character::set_destination(), distraction_manager::distraction_manager_gui::show(), type, and u.

Referenced by mon_info_update(), monmove(), and process_voluntary_act_interrupt().

◆ cancel_activity_query()

bool game::cancel_activity_query ( const std::string &  text)

Asks if the player wants to cancel their activity, and if so cancels it.

Definition at line 1757 of file game.cpp.

1758{
1760 if( u.has_distant_destination() ) {
1761 if( cancel_auto_move( u, text ) ) {
1762 return true;
1763 } else {
1765 return false;
1766 }
1767 }
1768 if( !u.activity ) {
1769 return false;
1770 }
1771 if( query_yn( "%s %s", text, u.activity.get_stop_phrase() ) ) {
1775 return true;
1776 }
1777 return false;
1778}
void clear_destination()
void resume_backlog_activity()
Definition: character.cpp:9262

References Character::activity, Character::cancel_activity(), cancel_auto_move(), Character::clear_destination(), Character::get_auto_move_route(), player_activity::get_stop_phrase(), Character::has_distant_destination(), invalidate_main_ui_adaptor(), query_yn(), Character::resume_backlog_activity(), Character::set_destination(), and u.

Referenced by handle_key_blocking_activity().

◆ catch_a_monster()

void game::catch_a_monster ( monster fish,
const tripoint pos,
player p,
const time_duration catch_duration 
)

Picks and spawns a random fish from the remaining fish list when a fish is caught.

Definition at line 1675 of file game.cpp.

1677{
1678 //spawn the corpse, rotten by a part of the duration
1680 catch_duration ) ) );
1681 if( u.sees( pos ) ) {
1682 u.add_msg_if_player( m_good, _( "You caught a %s." ), fish->type->nname() );
1683 }
1684 //quietly kill the caught
1685 fish->no_corpse_quiet = true;
1686 fish->die( p );
1687}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:510
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4354
bool no_corpse_quiet
Definition: monster.h:482
void die(Creature *killer) override
Empty function.
Definition: monster.cpp:2292
const mtype * type
Definition: monster.h:478
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:366
time_point turn
Definition: calendar.cpp:36
mtype_id id
Definition: mtype.h:240
std::string nname(unsigned int quantity=1) const
Definition: mtype.cpp:65

References _, map::add_item_or_charges(), player::add_msg_if_player(), monster::die(), mtype::id, m, m_good, item::make_corpse(), mtype::nname(), monster::no_corpse_quiet, rng(), Character::sees(), calendar::turn, monster::type, and u.

◆ chat()

void game::chat ( )
private

Definition at line 396 of file npctalk.cpp.

397{
398 int volume = u.get_shout_volume();
399
400 const std::vector<npc *> available = get_npcs_if( [&]( const npc & guy ) {
401 // TODO: Get rid of the z-level check when z-level vision gets "better"
402 return u.posz() == guy.posz() && u.sees( guy.pos() ) &&
403 rl_dist( u.pos(), guy.pos() ) <= SEEX * 2;
404 } );
405 const int available_count = available.size();
406 const std::vector<npc *> followers = get_npcs_if( [&]( const npc & guy ) {
407 return guy.is_player_ally() && guy.is_following() && guy.can_hear( u.pos(), volume );
408 } );
409 const int follower_count = followers.size();
410 const std::vector<npc *> guards = get_npcs_if( [&]( const npc & guy ) {
411 return guy.mission == NPC_MISSION_GUARD_ALLY &&
412 guy.companion_mission_role_id != "FACTION_CAMP" &&
413 guy.can_hear( u.pos(), volume );
414 } );
415 const int guard_count = guards.size();
416
417 if( u.has_trait( trait_PROF_FOODP ) && !( u.is_wearing( itype_id( "foodperson_mask" ) ) ||
418 u.is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
419 u.add_msg_if_player( m_warning, _( "You can't speak without your face!" ) );
420 return;
421 }
422 std::vector<vehicle *> animal_vehicles;
423 std::vector<vehicle *> following_vehicles;
424 std::vector<vehicle *> magic_vehicles;
425 std::vector<vehicle *> magic_following_vehicles;
426 for( auto &veh : m.get_vehicles() ) {
427 auto &v = veh.v;
428 if( v->has_engine_type( fuel_type_animal, false ) && v->is_owned_by( u ) ) {
429 animal_vehicles.push_back( v );
430 if( v->is_following ) {
431 following_vehicles.push_back( v );
432 }
433 }
434 if( v->magic ) {
435 for( const vpart_reference &vp : v->get_all_parts() ) {
436 const vpart_info &vpi = vp.info();
437 if( vpi.has_flag( "MAGIC_FOLLOW" ) ) {
438 magic_vehicles.push_back( v );
439 if( v->is_following ) {
440 magic_following_vehicles.push_back( v );
441 }
442 break;
443 }
444 }
445 }
446 }
447
448 uilist nmenu;
449 nmenu.text = std::string( _( "What do you want to do?" ) );
450
451 if( !available.empty() ) {
452 nmenu.addentry( NPC_CHAT_TALK, true, 't', available_count == 1 ?
453 string_format( _( "Talk to %s" ), available.front()->name ) :
454 _( "Talk to…" )
455 );
456 }
457 nmenu.addentry( NPC_CHAT_YELL, true, 'a', _( "Yell" ) );
458 nmenu.addentry( NPC_CHAT_SENTENCE, true, 'b', _( "Yell a sentence" ) );
459 if( !animal_vehicles.empty() ) {
461 _( "Whistle at your animals pulling vehicles to follow you." ) );
462 }
463 if( !magic_vehicles.empty() ) {
465 _( "Utter a magical command that will order your magical vehicles to follow you." ) );
466 }
467 if( !magic_following_vehicles.empty() ) {
469 _( "Utter a magical command that will order your magical vehicles to stop following you." ) );
470 }
471 if( !following_vehicles.empty() ) {
473 _( "Whistle at your animals pulling vehicles to stop following you." ) );
474 }
475 if( !guards.empty() ) {
476 nmenu.addentry( NPC_CHAT_FOLLOW, true, 'f', guard_count == 1 ?
477 string_format( _( "Tell %s to follow" ), guards.front()->name ) :
478 _( "Tell someone to follow…" )
479 );
480 }
481 if( !followers.empty() ) {
482 nmenu.addentry( NPC_CHAT_GUARD, true, 'g', follower_count == 1 ?
483 string_format( _( "Tell %s to guard" ), followers.front()->name ) :
484 _( "Tell someone to guard…" )
485 );
486 nmenu.addentry( NPC_CHAT_MOVE_TO_POS, true, 'G',
487 follower_count == 1 ? string_format( _( "Tell %s to move to location" ),
488 followers.front()->get_name() ) : _( "Tell someone to move to location…" ) );
489 nmenu.addentry( NPC_CHAT_AWAKE, true, 'w', _( "Tell everyone on your team to wake up" ) );
490 nmenu.addentry( NPC_CHAT_MOUNT, true, 'M', _( "Tell everyone on your team to mount up" ) );
491 nmenu.addentry( NPC_CHAT_DISMOUNT, true, 'm', _( "Tell everyone on your team to dismount" ) );
492 nmenu.addentry( NPC_CHAT_DANGER, true, 'D',
493 _( "Tell everyone on your team to prepare for danger" ) );
494 nmenu.addentry( NPC_CHAT_CLEAR_OVERRIDES, true, 'r',
495 _( "Tell everyone on your team to relax (Clear Overrides)" ) );
496 nmenu.addentry( NPC_CHAT_ORDERS, true, 'o', _( "Tell everyone on your team to temporarily…" ) );
497 }
498 std::string message;
499 std::string yell_msg;
500 bool is_order = true;
501 nmenu.query();
502
503 if( nmenu.ret < 0 ) {
504 return;
505 }
506
507 switch( nmenu.ret ) {
508 case NPC_CHAT_TALK: {
509 const int npcselect = npc_select_menu( available, _( "Talk to whom?" ), false );
510 if( npcselect < 0 ) {
511 return;
512 }
513 available[npcselect]->talk_to_u();
514 break;
515 }
516 case NPC_CHAT_YELL:
517 is_order = false;
518 message = _( "loudly." );
519 break;
520 case NPC_CHAT_SENTENCE: {
521 std::string popupdesc = _( "Enter a sentence to yell" );
523 popup.title( _( "Yell a sentence" ) )
524 .width( 64 )
525 .description( popupdesc )
526 .identifier( "sentence" )
527 .max_length( 128 )
528 .query();
529 yell_msg = popup.text();
530 is_order = false;
531 break;
532 }
533 case NPC_CHAT_GUARD: {
534 const int npcselect = npc_select_menu( followers, _( "Who should guard here?" ) );
535 if( npcselect < 0 ) {
536 return;
537 }
538 if( npcselect == follower_count ) {
539 for( npc *them : followers ) {
541 }
542 yell_msg = _( "Everyone guard here!" );
543 } else {
544 talk_function::assign_guard( *followers[npcselect] );
545 yell_msg = string_format( _( "Guard here, %s!" ), followers[npcselect]->name );
546 }
547 break;
548 }
550 const int npcselect = npc_select_menu( followers, _( "Who should move?" ) );
551 if( npcselect < 0 ) {
552 return;
553 }
554
555 map &here = get_map();
556 std::optional<tripoint> p = look_around();
557
558 if( !p ) {
559 return;
560 }
561
562 if( here.impassable( tripoint( *p ) ) ) {
563 add_msg( m_info, _( "This destination can't be reached." ) );
564 return;
565 }
566
567 const auto &to = p.value();
568 if( npcselect == follower_count ) {
569 for( npc *them : followers ) {
570 tripoint_abs_ms( here.getabs( to ) );
571 them->goto_to_this_pos = here.getglobal( to );
572 }
573 yell_msg = _( "Everyone move there!" );
574 } else {
575 followers[npcselect]->goto_to_this_pos = here.getglobal( to );
576 yell_msg = string_format( _( "Move there, %s!" ), followers[npcselect]->get_name() );
577 }
578 break;
579 }
580 case NPC_CHAT_FOLLOW: {
581 const int npcselect = npc_select_menu( guards, _( "Who should follow you?" ) );
582 if( npcselect < 0 ) {
583 return;
584 }
585 if( npcselect == guard_count ) {
586 for( npc *them : guards ) {
588 }
589 yell_msg = _( "Everyone follow me!" );
590 } else {
591 talk_function::stop_guard( *guards[npcselect] );
592 yell_msg = string_format( _( "Follow me, %s!" ), guards[npcselect]->name );
593 }
594 break;
595 }
596 case NPC_CHAT_AWAKE:
597 for( npc *them : followers ) {
598 talk_function::wake_up( *them );
599 }
600 yell_msg = _( "Stay awake!" );
601 break;
602 case NPC_CHAT_MOUNT:
603 for( npc *them : followers ) {
604 if( them->has_effect( effect_riding ) ) {
605 continue;
606 }
608 }
609 yell_msg = _( "Mount up!" );
610 break;
612 for( npc *them : followers ) {
613 if( them->has_effect( effect_riding ) ) {
614 them->npc_dismount();
615 }
616 }
617 yell_msg = _( "Dismount!" );
618 break;
619 case NPC_CHAT_DANGER:
620 for( npc *them : followers ) {
621 them->rules.set_danger_overrides();
622 }
623 yell_msg = _( "We're in danger. Stay awake, stay close, don't go wandering off, "
624 "and don't open any doors." );
625 break;
627 for( npc *p : followers ) {
629 }
630 yell_msg = _( "As you were." );
631 break;
632 case NPC_CHAT_ORDERS:
633 npc_temp_orders_menu( followers );
634 break;
637 break;
640 break;
643 break;
646 break;
647 default:
648 return;
649 }
650
651 if( !yell_msg.empty() ) {
652 message = string_format( "\"%s\"", yell_msg );
653 }
654 if( !message.empty() ) {
655 add_msg( _( "You yell %s" ), message );
656 u.shout( string_format( _( "%s yelling %s" ), u.disp_name(), message ), is_order );
657 }
658
659 u.moves -= 100;
660}
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:578
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7628
bool can_hear(const tripoint &source, int volume) const
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3232
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:101
int get_shout_volume() const
Definition: character.cpp:7585
int moves
Definition: creature.h:582
std::optional< tripoint > look_around(bool force_3d=false)
Definition: game.cpp:6582
friend map & get_map()
Definition: map.cpp:147
Manage and cache data about a part of the map.
Definition: map.h:384
bool impassable(const tripoint &p) const
Definition: map.cpp:1859
tripoint_abs_ms getglobal(const tripoint &p) const
Definition: map.cpp:8404
std::string companion_mission_role_id
Definition: npc.h:1283
npc_mission mission
Definition: npc.h:1290
bool is_player_ally() const
Definition: npc.cpp:1991
bool is_following() const
Definition: npc.cpp:2022
Shows a window querying the user for input.
bool has_flag(const std::string &flag) const
Definition: veh_type.h:336
This is a wrapper over a vehicle pointer and a reference to a part of it.
coords::coord_point< tripoint, coords::origin::abs, coords::ms > tripoint_abs_ms
Definition: coordinates.h:486
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
static constexpr int SEEX
std::string message
Definition: mapgen.cpp:411
std::string name(type dir)
Get Human readable name of a direction.
Definition: overmap.cpp:4129
void wake_up(npc &)
void find_mount(npc &)
void clear_overrides(npc &p)
void stop_guard(npc &)
void assign_guard(npc &)
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16
@ NPC_MISSION_GUARD_ALLY
Definition: npc.h:150
static const efftype_id effect_riding("riding")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static int npc_select_menu(const std::vector< npc * > &npc_list, const std::string &prompt, const bool everyone=true)
Definition: npctalk.cpp:222
static void tell_magic_veh_stop_following()
Definition: npctalk.cpp:379
static void tell_veh_stop_following()
Definition: npctalk.cpp:342
static void assign_veh_to_follow()
Definition: npctalk.cpp:353
static void npc_temp_orders_menu(const std::vector< npc * > &npc_list)
Definition: npctalk.cpp:254
static const itype_id fuel_type_animal("animal")
@ NPC_CHAT_MOUNT
Definition: npctalk.cpp:202
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:216
@ NPC_CHAT_YELL
Definition: npctalk.cpp:196
@ NPC_CHAT_FOLLOW
Definition: npctalk.cpp:199
@ NPC_CHAT_GUARD
Definition: npctalk.cpp:198
@ NPC_CHAT_DISMOUNT
Definition: npctalk.cpp:203
@ NPC_CHAT_ANIMAL_VEHICLE_FOLLOW
Definition: npctalk.cpp:213
@ NPC_CHAT_ORDERS
Definition: npctalk.cpp:205
@ NPC_CHAT_SENTENCE
Definition: npctalk.cpp:197
@ NPC_CHAT_CLEAR_OVERRIDES
Definition: npctalk.cpp:212
@ NPC_CHAT_DANGER
Definition: npctalk.cpp:204
@ NPC_CHAT_MOVE_TO_POS
Definition: npctalk.cpp:200
@ NPC_CHAT_AWAKE
Definition: npctalk.cpp:201
@ NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW
Definition: npctalk.cpp:214
@ NPC_CHAT_TALK
Definition: npctalk.cpp:195
@ NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW
Definition: npctalk.cpp:215
static void tell_magic_veh_to_follow()
Definition: npctalk.cpp:363
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764

References _, add_msg(), player::add_msg_if_player(), uilist::addentry(), talk_function::assign_guard(), assign_veh_to_follow(), available, Character::can_hear(), talk_function::clear_overrides(), npc::companion_mission_role_id, Character::disp_name(), effect_riding, talk_function::find_mount(), fuel_type_animal, get_map, get_npcs_if(), Character::get_shout_volume(), map::get_vehicles(), map::getabs(), map::getglobal(), vpart_info::has_flag(), Character::has_trait(), map::impassable(), npc::is_following(), npc::is_player_ally(), Character::is_wearing(), look_around(), m, m_info, m_warning, mapgen_defer::message, npc::mission, Creature::moves, om_direction::name(), NPC_CHAT_ANIMAL_VEHICLE_FOLLOW, NPC_CHAT_ANIMAL_VEHICLE_STOP_FOLLOW, NPC_CHAT_AWAKE, NPC_CHAT_CLEAR_OVERRIDES, NPC_CHAT_COMMAND_MAGIC_VEHICLE_FOLLOW, NPC_CHAT_COMMAND_MAGIC_VEHICLE_STOP_FOLLOW, NPC_CHAT_DANGER, NPC_CHAT_DISMOUNT, NPC_CHAT_FOLLOW, NPC_CHAT_GUARD, NPC_CHAT_MOUNT, NPC_CHAT_MOVE_TO_POS, NPC_CHAT_ORDERS, NPC_CHAT_SENTENCE, NPC_CHAT_TALK, NPC_CHAT_YELL, NPC_MISSION_GUARD_ALLY, npc_select_menu(), npc_temp_orders_menu(), popup(), Character::pos(), Character::posz(), uilist::query(), uilist::ret, rl_dist(), Character::sees(), SEEX, Character::shout(), talk_function::stop_guard(), string_format(), tell_magic_veh_stop_following(), tell_magic_veh_to_follow(), tell_veh_stop_following(), uilist::text, trait_PROF_FOODP, u, and talk_function::wake_up().

Referenced by handle_action().

◆ check_near_zone()

bool game::check_near_zone ( const zone_type_id type,
const tripoint where 
) const

Checks whether or not there is a zone of particular type nearby.

Definition at line 6032 of file game.cpp.

6033{
6034 return zone_manager::get_manager().has_near( type, m.getabs( where ) );
6035}
static zone_manager & get_manager()
Definition: clzones.cpp:126
bool has_near(const zone_type_id &type, const tripoint &where, int range=MAX_DISTANCE, const faction_id &fac=your_fac) const
Definition: clzones.cpp:702

References zone_manager::get_manager(), map::getabs(), zone_manager::has_near(), m, and type.

◆ check_safe_mode_allowed()

bool game::check_safe_mode_allowed ( bool  repeat_safe_mode_warnings = true)

Check whether movement is allowed according to safe mode settings.

Returns
true if the movement is allowed, otherwise false.

Definition at line 8572 of file game.cpp.

8573{
8574 if( !repeat_safe_mode_warnings && safe_mode_warning_logged ) {
8575 // Already warned player since safe_mode_warning_logged is set.
8576 return false;
8577 }
8578
8579 std::string msg_ignore = press_x( ACTION_IGNORE_ENEMY );
8580 if( !msg_ignore.empty() ) {
8581 std::wstring msg_ignore_wide = utf8_to_wstr( msg_ignore );
8582 // Operate on a wide-char basis to prevent corrupted multi-byte string
8583 msg_ignore_wide[0] = towlower( msg_ignore_wide[0] );
8584 msg_ignore = wstr_to_utf8( msg_ignore_wide );
8585 }
8586
8588 // Automatic and mandatory safemode. Make BLOODY sure the player notices!
8589 if( u.get_int_base() < 5 || u.has_trait( trait_id( "PROF_CHURL" ) ) ) {
8591 _( "There's an angry red dot on your body, %s to brush it off." ), msg_ignore );
8592 } else {
8594 _( "You are being laser-targeted, %s to ignore." ), msg_ignore );
8595 }
8597 return false;
8598 }
8599 if( safe_mode != SAFE_MODE_STOP ) {
8600 return true;
8601 }
8602 // Currently driving around, ignore the monster, they have no chance against a proper car anyway (-:
8603 if( u.controlling_vehicle && !get_option<bool>( "SAFEMODEVEH" ) ) {
8604 return true;
8605 }
8606 // Monsters around and we don't want to run
8607 std::string spotted_creature_name;
8608 const monster_visible_info &mon_visible = u.get_mon_visible();
8609 const auto &new_seen_mon = mon_visible.new_seen_mon;
8610
8611 if( new_seen_mon.empty() ) {
8612 // naming consistent with code in game::mon_info
8613 spotted_creature_name = _( "a survivor" );
8615 } else {
8616 spotted_creature_name = new_seen_mon.back()->name();
8617 get_safemode().lastmon_whitelist = spotted_creature_name;
8618 }
8619
8620 std::string whitelist;
8621 if( !get_safemode().empty() ) {
8622 whitelist = string_format( _( " or %s to whitelist the monster" ),
8624 }
8625
8626 const std::string msg_safe_mode = press_x( ACTION_TOGGLE_SAFEMODE );
8628 _( "Spotted %1$s--safe mode is on! (%2$s to turn it off, %3$s to ignore monster%4$s)" ),
8629 spotted_creature_name, msg_safe_mode, msg_ignore, whitelist );
8631 return false;
8632}
std::string press_x(action_id act)
Definition: action.cpp:458
@ ACTION_IGNORE_ENEMY
Ignore the enemy that triggered safemode.
Definition: action.h:217
@ ACTION_WHITELIST_ENEMY
Whitelist the enemy that triggered safemode.
Definition: action.h:219
@ ACTION_TOGGLE_SAFEMODE
Turn safemode on/off, while leaving autosafemode intact.
Definition: action.h:211
std::wstring utf8_to_wstr(const std::string &str)
std::string wstr_to_utf8(const std::wstring &wstr)
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1187
int get_int_base() const override
Definition: avatar.cpp:1022
monster_visible_info & get_mon_visible()
Definition: avatar.h:226
std::string lastmon_whitelist
Definition: safemode_ui.h:87
std::string npc_type_name()
Definition: safemode_ui.cpp:44
@ gmf_bypass_cooldown
Definition: enums.h:288
static const efftype_id effect_laserlocked("laserlocked")
@ SAFE_MODE_STOP
Definition: game.h:79
safemode & get_safemode()
Definition: safemode_ui.cpp:33
Structure allowing a combination of game_message_type and game_message_flags.
Definition: enums.h:293
std::vector< shared_ptr_fast< monster > > new_seen_mon
Definition: avatar.h:41

References _, ACTION_IGNORE_ENEMY, ACTION_TOGGLE_SAFEMODE, ACTION_WHITELIST_ENEMY, add_msg(), Character::controlling_vehicle, effect_laserlocked, avatar::get_int_base(), avatar::get_mon_visible(), get_safemode(), gmf_bypass_cooldown, Creature::has_effect(), Character::has_trait(), safemode::lastmon_whitelist, m_warning, monster_visible_info::new_seen_mon, safemode::npc_type_name(), press_x(), safe_mode, SAFE_MODE_STOP, safe_mode_warning_logged, string_format(), u, utf8_to_wstr(), and wstr_to_utf8().

Referenced by handle_action().

◆ check_zone()

bool game::check_zone ( const zone_type_id type,
const tripoint where 
) const

Definition at line 6027 of file game.cpp.

6028{
6029 return zone_manager::get_manager().has( type, m.getabs( where ) );
6030}
bool has(const zone_type_id &type, const tripoint &where, const faction_id &fac=your_fac) const
Definition: clzones.cpp:694

References zone_manager::get_manager(), map::getabs(), zone_manager::has(), m, and type.

Referenced by place_player().

◆ cleanup_at_end()

bool game::cleanup_at_end ( )

Definition at line 947 of file game.cpp.

948{
949 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
950 // Put (non-hallucinations) into the overmap so they are not lost.
951 for( monster &critter : all_monsters() ) {
952 despawn_monster( critter );
953 }
954 // Reset NPC factions and disposition
956 // Save the factions', missions and set the NPC's overmap coordinates
957 // Npcs are saved in the overmap.
958 save_factions_missions_npcs(); //missions need to be saved as they are global for all saves.
959 // save artifacts.
961
962 // and the overmap, and the local map.
963 save_maps(); //Omap also contains the npcs who need to be saved.
964 }
965
966 if( uquit == QUIT_DIED || uquit == QUIT_SUICIDE ) {
967 std::vector<std::string> vRip;
968
969 int iMaxWidth = 0;
970 int iNameLine = 0;
971 int iInfoLine = 0;
972
975 if( !( u.has_trait( trait_id( "CANNIBAL" ) ) || u.has_trait( trait_id( "PSYCHOPATH" ) ) ) ) {
976 vRip.emplace_back( " _______ ___" );
977 vRip.emplace_back( " < `/ |" );
978 vRip.emplace_back( " > _ _ (" );
979 vRip.emplace_back( " | |_) | |_) |" );
980 vRip.emplace_back( " | | \\ | | |" );
981 vRip.emplace_back( " ______.__%_| |_________ __" );
982 vRip.emplace_back( " _/ \\| |" );
983 iNameLine = vRip.size();
984 vRip.emplace_back( "| <" );
985 vRip.emplace_back( "| |" );
986 iMaxWidth = utf8_width( vRip.back() );
987 vRip.emplace_back( "| |" );
988 vRip.emplace_back( "|_____.-._____ __/|_________|" );
989 vRip.emplace_back( " | |" );
990 iInfoLine = vRip.size();
991 vRip.emplace_back( " | |" );
992 vRip.emplace_back( " | <" );
993 vRip.emplace_back( " | |" );
994 vRip.emplace_back( " | _ |" );
995 vRip.emplace_back( " |__/ |" );
996 vRip.emplace_back( " % / `--. |%" );
997 vRip.emplace_back( " * .%%| -< @%%%" ); // NOLINT(cata-text-style)
998 vRip.emplace_back( " `\\%`@| |@@%@%%" );
999 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1000 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1001
1002 } else {
1003 vRip.emplace_back( " _______ ___" );
1004 vRip.emplace_back( " | \\/ |" );
1005 vRip.emplace_back( " | |" );
1006 vRip.emplace_back( " | |" );
1007 iInfoLine = vRip.size();
1008 vRip.emplace_back( " | |" );
1009 vRip.emplace_back( " | |" );
1010 vRip.emplace_back( " | |" );
1011 vRip.emplace_back( " | |" );
1012 vRip.emplace_back( " | <" );
1013 vRip.emplace_back( " | _ |" );
1014 vRip.emplace_back( " |__/ |" );
1015 vRip.emplace_back( " ______.__%_| |__________ _" );
1016 vRip.emplace_back( " _/ \\| \\" );
1017 iNameLine = vRip.size();
1018 vRip.emplace_back( "| <" );
1019 vRip.emplace_back( "| |" );
1020 iMaxWidth = utf8_width( vRip.back() );
1021 vRip.emplace_back( "| |" );
1022 vRip.emplace_back( "|_____.-._______ __/|__________|" );
1023 vRip.emplace_back( " % / `_-. _ |%" );
1024 vRip.emplace_back( " * .%%| |_) | |_)< @%%%" ); // NOLINT(cata-text-style)
1025 vRip.emplace_back( " `\\%`@| | \\ | | |@@%@%%" );
1026 vRip.emplace_back( " .%%%@@@|% ` % @@@%%@%%%%" );
1027 vRip.emplace_back( " _.%%%%%%@@@@@@%%%__/\\%@@%%@@@@@@@%%%%%%" );
1028 }
1029 } else {
1030 vRip.emplace_back( R"( _________ ____ )" );
1031 vRip.emplace_back( R"( _/ `/ \_ )" );
1032 vRip.emplace_back( R"( _/ _ _ \_. )" );
1033 vRip.emplace_back( R"( _%\ |_) | |_) \_ )" );
1034 vRip.emplace_back( R"( _/ \/ | \ | | \_ )" );
1035 vRip.emplace_back( R"( _/ \_ )" );
1036 vRip.emplace_back( R"(| |)" );
1037 iNameLine = vRip.size();
1038 vRip.emplace_back( R"( ) < )" );
1039 vRip.emplace_back( R"(| |)" );
1040 vRip.emplace_back( R"(| |)" );
1041 vRip.emplace_back( R"(| _ |)" );
1042 vRip.emplace_back( R"(|__/ |)" );
1043 iMaxWidth = utf8_width( vRip.back() );
1044 vRip.emplace_back( R"( / `--. |)" );
1045 vRip.emplace_back( R"(| ( )" );
1046 iInfoLine = vRip.size();
1047 vRip.emplace_back( R"(| |)" );
1048 vRip.emplace_back( R"(| |)" );
1049 vRip.emplace_back( R"(| % . |)" );
1050 vRip.emplace_back( R"(| @` %% |)" );
1051 vRip.emplace_back( R"(| %@%@%\ * %`%@%|)" );
1052 vRip.emplace_back( R"(%%@@@.%@%\%% `\ %%.%%@@%@)" );
1053 vRip.emplace_back( R"(@%@@%%%%%@@@@@@%%%%%%%%@@%%@@@%%%@%%@)" );
1054 }
1055
1056 const int iOffsetX = TERMX > FULL_SCREEN_WIDTH ? ( TERMX - FULL_SCREEN_WIDTH ) / 2 : 0;
1057 const int iOffsetY = TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0;
1058
1060 point( iOffsetX, iOffsetY ) );
1061 draw_border( w_rip );
1062
1063 sfx::do_player_death_hurt( g->u, true );
1068
1069 for( size_t iY = 0; iY < vRip.size(); ++iY ) {
1070 size_t iX = 0;
1071 const char *str = vRip[iY].data();
1072 for( int slen = vRip[iY].size(); slen > 0; ) {
1073 const uint32_t cTemp = UTF8_getch( &str, &slen );
1074 if( cTemp != U' ' ) {
1075 nc_color ncColor = c_light_gray;
1076
1077 if( cTemp == U'%' ) {
1078 ncColor = c_green;
1079
1080 } else if( cTemp == U'_' || cTemp == U'|' ) {
1081 ncColor = c_white;
1082
1083 } else if( cTemp == U'@' ) {
1084 ncColor = c_brown;
1085
1086 } else if( cTemp == U'*' ) {
1087 ncColor = c_red;
1088 }
1089
1090 mvwputch( w_rip, point( iX + FULL_SCREEN_WIDTH / 2 - ( iMaxWidth / 2 ), iY + 1 ), ncColor,
1091 cTemp );
1092 }
1093 iX += mk_wcwidth( cTemp );
1094 }
1095 }
1096
1097 std::string sTemp;
1098
1099 center_print( w_rip, iInfoLine++, c_white, _( "Survived:" ) );
1100
1102 const int minutes = to_minutes<int>( survived ) % 60;
1103 const int hours = to_hours<int>( survived ) % 24;
1104 const int days = to_days<int>( survived );
1105
1106 if( days > 0 ) {
1107 sTemp = string_format( "%dd %dh %dm", days, hours, minutes );
1108 } else if( hours > 0 ) {
1109 sTemp = string_format( "%dh %dm", hours, minutes );
1110 } else {
1111 sTemp = string_format( "%dm", minutes );
1112 }
1113
1114 center_print( w_rip, iInfoLine++, c_white, sTemp );
1115
1116 const int iTotalKills = get_kill_tracker().monster_kill_count();
1117
1118 sTemp = _( "Kills:" );
1119 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - 5, 1 + iInfoLine++ ), c_light_gray,
1120 ( sTemp + " " ) );
1121 wprintz( w_rip, c_magenta, "%d", iTotalKills );
1122
1123 sTemp = _( "In memory of:" );
1124 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1126 sTemp );
1127
1128 sTemp = u.name;
1129 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ), c_white,
1130 sTemp );
1131
1132 sTemp = _( "Last Words:" );
1133 mvwprintz( w_rip, point( FULL_SCREEN_WIDTH / 2 - utf8_width( sTemp ) / 2, iNameLine++ ),
1135 sTemp );
1136
1137 int iStartX = FULL_SCREEN_WIDTH / 2 - ( ( iMaxWidth - 4 ) / 2 );
1138 std::string sLastWords = string_input_popup()
1139 .window( w_rip, point( iStartX, iNameLine ), iStartX + iMaxWidth - 4 - 1 )
1140 .max_length( iMaxWidth - 4 - 1 )
1141 .query_string();
1142 death_screen();
1143 const bool is_suicide = uquit == QUIT_SUICIDE;
1144 events().send<event_type::game_over>( is_suicide, sLastWords );
1145 // Struck the save_player_data here to forestall Weirdness
1146 std::string char_filename = generate_memorial_filename( u.name );
1147 move_save_to_graveyard( char_filename );
1148 write_memorial_file( char_filename, sLastWords );
1149 memorial().clear();
1150 std::vector<std::string> characters = list_active_saves();
1151 // remove current player from the active characters list, as they are dead
1152 std::vector<std::string>::iterator curchar = std::find( characters.begin(),
1153 characters.end(), u.get_save_id() );
1154 if( curchar != characters.end() ) {
1155 characters.erase( curchar );
1156 }
1157
1158 if( characters.empty() ) {
1159 bool queryDelete = false;
1160 bool queryReset = false;
1161
1162 if( get_option<std::string>( "WORLD_END" ) == "query" ) {
1163 bool decided = false;
1164 std::string buffer = _( "Warning: NPC interactions and some other global flags "
1165 "will not all reset when starting a new character in an "
1166 "already-played world. This can lead to some strange "
1167 "behavior.\n\n"
1168 "Are you sure you wish to keep this world?"
1169 );
1170
1171 while( !decided ) {
1172 uilist smenu;
1173 smenu.allow_cancel = false;
1174 smenu.addentry( 0, true, 'r', "%s", _( "Reset world" ) );
1175 smenu.addentry( 1, true, 'd', "%s", _( "Delete world" ) );
1176 smenu.addentry( 2, true, 'k', "%s", _( "Keep world" ) );
1177 smenu.query();
1178
1179 switch( smenu.ret ) {
1180 case 0:
1181 queryReset = true;
1182 decided = true;
1183 break;
1184 case 1:
1185 queryDelete = true;
1186 decided = true;
1187 break;
1188 case 2:
1189 decided = query_yn( buffer );
1190 break;
1191 }
1192 }
1193 }
1194
1195 if( queryDelete || get_option<std::string>( "WORLD_END" ) == "delete" ) {
1196 world_generator->delete_world( world_generator->active_world->world_name, true );
1197
1198 } else if( queryReset || get_option<std::string>( "WORLD_END" ) == "reset" ) {
1199 world_generator->delete_world( world_generator->active_world->world_name, false );
1200 }
1201 } else if( get_option<std::string>( "WORLD_END" ) != "keep" ) {
1202 std::string tmpmessage;
1203 for( auto &character : characters ) {
1204 tmpmessage += "\n ";
1205 tmpmessage += character;
1206 }
1207 popup( _( "World retained. Characters remaining:%s" ), tmpmessage );
1208 }
1209 if( gamemode ) {
1210 gamemode = std::make_unique<special_game>(); // null gamemode or something..
1211 }
1212 }
1213
1214 //Reset any offset due to driving
1216
1217 //clear all sound channels
1223
1224 MAPBUFFER.clear();
1226
1227#if defined(__ANDROID__)
1228 quick_shortcuts_map.clear();
1229#endif
1230 return true;
1231}
uint32_t UTF8_getch(const char **src, int *srclen)
Definition: catacharset.cpp:18
int utf8_width(const char *s, const bool ignore_tags)
std::string name
Definition: character.h:1566
std::string get_save_id() const
Definition: avatar.h:88
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
void send(const cata::event &) const
Definition: event_bus.cpp:58
void move_save_to_graveyard(const std::string &dirname)
Definition: game.cpp:2471
bool save_maps()
Definition: game.cpp:2670
std::unique_ptr< special_game > gamemode
Definition: game.h:1054
void death_screen()
Definition: game.cpp:2420
monster_range all_monsters()
Same as all_creatures but iterators only over monsters.
Definition: game.cpp:12016
bool save_factions_missions_npcs()
Definition: game.cpp:2656
void despawn_monster(monster &critter)
Despawn a specific monster, it's stored on the overmap.
Definition: game.cpp:11025
const kill_tracker & get_kill_tracker() const
Definition: game.cpp:886
void write_memorial_file(const std::string &filename, std::string sLastWords)
Writes information about the character out to a text file timestamped with the time of the file was m...
Definition: game.cpp:2772
std::vector< std::string > list_active_saves()
Returns a list of currently active character saves.
Definition: game.cpp:2757
bool save_artifacts()
Definition: game.cpp:2664
memorial_logger & memorial()
Definition: game.cpp:2719
void reset_npc_dispositions()
Definition: game.cpp:2628
int monster_kill_count() const
void clear()
Delete all buffered submaps.
Definition: mapbuffer.cpp:45
string_input_popup & window(const catacurses::window &w, point start, int endx)
Set the window area where to display the input text.
string_input_popup & max_length(int value)
Maximal amount of Unicode characters that can be given by the user.
const std::string & query_string(bool loop=true, bool draw_only=false)
A duration defined as a number of specific time units.
Definition: calendar.h:180
bool allow_cancel
Definition: ui.h:362
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1111
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_magenta
Definition: color.h:25
#define c_brown
Definition: color.h:26
#define c_red
Definition: color.h:21
static const itype_id itype_holybook_bible1("holybook_bible1")
static std::string generate_memorial_filename(const std::string &char_name)
Definition: game.cpp:920
static const itype_id itype_holybook_bible2("holybook_bible2")
static const itype_id itype_holybook_bible3("holybook_bible3")
std::unique_ptr< game > g
Definition: game.cpp:283
@ QUIT_DIED
Definition: game.h:72
@ QUIT_SUICIDE
Definition: game.h:69
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
window newwin(int nlines, int ncols, point begin)
Definition: ncurses_def.cpp:34
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)
const size_t size
Definition: om_direction.h:28
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1631
void fade_audio_channel(channel channel, int duration)
Definition: sounds.cpp:1616
void fade_audio_group(group group, int duration)
Definition: sounds.cpp:1615
int TERMX
Definition: output.cpp:47
void mvwprintz(const catacurses::window &w, point p, const nc_color &FG, const std::string &text)
Definition: output.cpp:2081
int FULL_SCREEN_HEIGHT
Definition: output.cpp:56
int TERMY
Definition: output.cpp:48
void center_print(const catacurses::window &w, const int y, const nc_color &FG, const std::string &text)
Definition: output.cpp:446
void mvwputch(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:477
void wprintz(const catacurses::window &w, const nc_color &FG, const std::string &text)
Definition: output.cpp:2089
int FULL_SCREEN_WIDTH
Definition: output.cpp:55
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575
overmapbuffer overmap_buffer
int mk_wcwidth(uint32_t ucs)
Definition: wcwidth.cpp:94

References _, uilist::addentry(), all_monsters(), uilist::allow_cancel, sfx::any, c_brown, c_green, c_light_gray, c_magenta, c_red, c_white, center_print(), mapbuffer::clear(), memorial_logger::clear(), overmapbuffer::clear(), sfx::context_themes, death_screen(), despawn_monster(), sfx::do_player_death_hurt(), draw_border(), events(), sfx::fade_audio_channel(), sfx::fade_audio_group(), sfx::fatigue, detail::find(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, game_over, gamemode, generate_memorial_filename(), get_kill_tracker(), avatar::get_save_id(), visitable< T >::has_amount(), Character::has_trait(), itype_holybook_bible1, itype_holybook_bible2, itype_holybook_bible3, list_active_saves(), MAPBUFFER, string_input_popup::max_length(), memorial(), mk_wcwidth(), kill_tracker::monster_kill_count(), move_save_to_graveyard(), mvwprintz(), mvwputch(), Character::name, catacurses::newwin(), overmap_buffer, point_zero, popup(), uilist::query(), string_input_popup::query_string(), query_yn(), QUIT_DIED, QUIT_SUICIDE, reset_npc_dispositions(), uilist::ret, save_artifacts(), save_factions_missions_npcs(), save_maps(), event_bus::send(), set_driving_view_offset(), om_direction::size, calendar::start_of_cataclysm, string_format(), TERMX, TERMY, sfx::time_of_day, calendar::turn, u, uquit, UTF8_getch(), utf8_width(), sfx::weather, string_input_popup::window(), world_generator, wprintz(), and write_memorial_file().

Referenced by do_turn().

◆ cleanup_dead()

void game::cleanup_dead ( )

Definition at line 4026 of file game.cpp.

4027{
4028 // Dead monsters need to stay in the tracker until everything else that needs to die does so
4029 // This is because dying monsters can still interact with other dying monsters (@ref Creature::killer)
4030 bool monster_is_dead = critter_tracker->kill_marked_for_death();
4031
4032 bool npc_is_dead = false;
4033 // can't use all_npcs as that does not include dead ones
4034 for( const auto &n : active_npc ) {
4035 if( n->is_dead() ) {
4036 n->die( nullptr ); // make sure this has been called to create corpses etc.
4037 npc_is_dead = true;
4038 }
4039 }
4040
4041 if( monster_is_dead ) {
4042 // From here on, pointers to creatures get invalidated as dead creatures get removed.
4043 critter_tracker->remove_dead();
4044 }
4045
4046 if( npc_is_dead ) {
4047 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
4048 if( ( *it )->is_dead() ) {
4049 remove_npc_follower( ( *it )->getID() );
4050 overmap_buffer.remove_npc( ( *it )->getID() );
4051 it = active_npc.erase( it );
4052 } else {
4053 it++;
4054 }
4055 }
4056 }
4057
4058 critter_died = false;
4059}
void remove_npc_follower(const character_id &id)
Remove follower id from follower set.
Definition: game.cpp:1882
pimpl< Creature_tracker > critter_tracker
Definition: game.h:972
std::list< shared_ptr_fast< npc > > active_npc
Definition: game.h:1036
bool critter_died
Has anything died in this turn and needs to be cleaned up?
Definition: game.h:1048
shared_ptr_fast< npc > remove_npc(const character_id &id)
Find npc by id and if found, erase it from the npc list and return it ( or return nullptr if not foun...

References active_npc, critter_died, critter_tracker, overmap_buffer, overmapbuffer::remove_npc(), and remove_npc_follower().

Referenced by do_turn(), and monmove().

◆ clear_zombies()

void game::clear_zombies ( )

Redirects to the creature_tracker clear() function.

Definition at line 4722 of file game.cpp.

4723{
4724 critter_tracker->clear();
4725}

References critter_tracker.

Referenced by setup().

◆ control_vehicle()

void game::control_vehicle ( )
private

Definition at line 5166 of file game.cpp.

5167{
5168 static const itype_id fuel_type_animal( "animal" );
5169 int veh_part = -1;
5170 vehicle *veh = remoteveh();
5171 if( veh == nullptr ) {
5172 if( const optional_vpart_position vp = m.veh_at( u.pos() ) ) {
5173 veh = &vp->vehicle();
5174 veh_part = vp->part_index();
5175 }
5176 }
5177 if( veh != nullptr && veh->player_in_control( u ) &&
5178 veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ) {
5179 veh->use_controls( u.pos() );
5180 } else if( veh && veh->player_in_control( u ) &&
5181 veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 ) {
5182 u.controlling_vehicle = false;
5183 add_msg( m_info, _( "You let go of the reins." ) );
5184 } else if( veh && ( veh->avail_part_with_feature( veh_part, "CONTROLS", true ) >= 0 ||
5185 ( veh->avail_part_with_feature( veh_part, "CONTROL_ANIMAL", true ) >= 0 &&
5186 veh->has_engine_type( fuel_type_animal, false ) && veh->has_harnessed_animal() ) ) &&
5187 u.in_vehicle ) {
5188 if( u.has_trait( trait_WAYFARER ) ) {
5189 add_msg( m_info, _( "You refuse to take control of this vehicle." ) );
5190 return;
5191 }
5192 if( !veh->interact_vehicle_locked() ) {
5193 veh->handle_potential_theft( u );
5194 return;
5195 }
5196 if( veh->engine_on ) {
5197 if( !veh->handle_potential_theft( u ) ) {
5198 return;
5199 }
5200 u.controlling_vehicle = true;
5201 add_msg( _( "You take control of the %s." ), veh->name );
5202 } else {
5203 if( !veh->handle_potential_theft( u ) ) {
5204 return;
5205 }
5206 veh->start_engines( true );
5207 }
5208 } else { // Start looking for nearby vehicle controls.
5209 int num_valid_controls = 0;
5210 std::optional<tripoint> vehicle_position;
5211 std::optional<vpart_reference> vehicle_controls;
5212 for( const tripoint elem : m.points_in_radius( g->u.pos(), 1 ) ) {
5213 if( const optional_vpart_position vp = m.veh_at( elem ) ) {
5214 const std::optional<vpart_reference> controls = vp.value().part_with_feature( "CONTROLS", true );
5215 if( controls ) {
5216 num_valid_controls++;
5217 vehicle_position = elem;
5218 vehicle_controls = controls;
5219 }
5220 }
5221 }
5222 if( num_valid_controls < 1 ) {
5223 add_msg( _( "No vehicle controls found." ) );
5224 return;
5225 } else if( num_valid_controls > 1 ) {
5226 vehicle_position = choose_adjacent( _( "Control vehicle where?" ) );
5227 if( !vehicle_position ) {
5228 return;
5229 }
5230 const optional_vpart_position vp = m.veh_at( *vehicle_position );
5231 if( vp ) {
5232 vehicle_controls = vp.value().part_with_feature( "CONTROLS", true );
5233 if( !vehicle_controls ) {
5234 add_msg( _( "The vehicle doesn't have controls there." ) );
5235 return;
5236 }
5237 } else {
5238 add_msg( _( "No vehicle there." ) );
5239 return;
5240 }
5241 }
5242 // If we hit neither of those, there's only one set of vehicle controls, which should already have been found.
5243 if( vehicle_controls ) {
5244 veh = &vehicle_controls->vehicle();
5245 if( !veh->handle_potential_theft( u ) ) {
5246 return;
5247 }
5248 veh->use_controls( *vehicle_position );
5249 //May be folded up (destroyed), so need to re-get it
5250 veh = g->remoteveh();
5251 }
5252 }
5253 if( veh ) {
5254 // If we reached here, we gained control of a vehicle.
5255 // Clear the map memory for the area covered by the vehicle to eliminate ghost vehicles.
5256 for( const tripoint &target : veh->get_points() ) {
5257 u.clear_memorized_tile( m.getabs( target ) );
5258 }
5259 veh->is_following = false;
5260 veh->is_patrolling = false;
5261 veh->autopilot_on = false;
5262 veh->is_autodriving = false;
5263 }
5264}
std::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:980
bool in_vehicle
Definition: character.h:1573
void clear_memorized_tile(const tripoint &pos)
Definition: avatar.cpp:168
vehicle * remoteveh()
Returns the current remotely controlled vehicle.
Definition: game.cpp:2250
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8754
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1073
Simple wrapper to forward functions that may return a std::optional to vpart_position.
std::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2482
bool engine_on
Definition: vehicle.h:2014
std::set< tripoint > & get_points(bool force_refresh=false)
Definition: vehicle.cpp:6762
std::string name
Definition: vehicle.h:1874
bool has_engine_type(const itype_id &ft, bool enabled) const
Definition: vehicle.cpp:1032
void start_engines(bool take_control=false, bool autodrive=false)
void use_controls(const tripoint &pos)
Operate vehicle controls.
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:252
bool has_harnessed_animal() const
bool interact_vehicle_locked()
int avail_part_with_feature(int p, const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2546
bool autopilot_on
Definition: vehicle.h:2022
bool is_autodriving
Definition: vehicle.h:2007
bool handle_potential_theft(avatar &you, bool check_only=false, bool prompt=true)
Handle potential vehicle theft.
Definition: vehicle.cpp:4388
static const trait_id trait_WAYFARER("WAYFARER")

References _, add_msg(), vehicle::autopilot_on, vehicle::avail_part_with_feature(), choose_adjacent(), avatar::clear_memorized_tile(), Character::controlling_vehicle, vehicle::engine_on, fuel_type_animal, g, vehicle::get_points(), map::getabs(), vehicle::handle_potential_theft(), vehicle::has_engine_type(), vehicle::has_harnessed_animal(), Character::has_trait(), Character::in_vehicle, vehicle::interact_vehicle_locked(), vehicle::is_autodriving, vehicle::is_following, vehicle::is_patrolling, m, m_info, vehicle::name, optional_vpart_position::part_with_feature(), vehicle::player_in_control(), map::points_in_radius(), Character::pos(), remoteveh(), vehicle::start_engines(), trait_WAYFARER, u, vehicle::use_controls(), map::veh_at(), and vehicle::vehicle().

Referenced by handle_action().

◆ create_or_get_main_ui_adaptor()

shared_ptr_fast< ui_adaptor > game::create_or_get_main_ui_adaptor ( )

In tiles mode w_terrain can have a different font (with a different tile dimension) or can be drawn by cata_tiles which uses tiles that again might have a different dimension then the normal font used everywhere else.

TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can be displayed in w_terrain (using it's specific tile dimension), not including partially drawn squares at the right/bottom. You should use it whenever you want to draw specific squares in that window or to determine whether a specific square is draw on screen (or outside the screen and needs scrolling).

TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of w_terrain in the standard font dimension (the font that everything else uses). You usually don't have to use it, expect for positioning of windows, because the window positions use the standard font dimension.

The code here calculates size available for w_terrain, caps it at max_view_size (the maximal view range than any character can have at any time). It is stored in TERRAIN_WINDOW_*.

Definition at line 2909 of file game.cpp.

2910{
2912 if( !ui ) {
2913 main_ui_adaptor = ui = make_shared_fast<ui_adaptor>();
2914 ui->on_redraw( []( const ui_adaptor & ) {
2915 g->draw();
2916 } );
2917 ui->on_screen_resize( [this]( ui_adaptor & ui ) {
2918 // remove some space for the sidebar, this is the maximal space
2919 // (using standard font) that the terrain window can have
2920 const int sidebar_left = panel_manager::get_manager().get_width_left();
2921 const int sidebar_right = panel_manager::get_manager().get_width_right();
2922
2924 TERRAIN_WINDOW_WIDTH = TERMX - ( sidebar_left + sidebar_right );
2927
2928 /**
2929 * In tiles mode w_terrain can have a different font (with a different
2930 * tile dimension) or can be drawn by cata_tiles which uses tiles that again
2931 * might have a different dimension then the normal font used everywhere else.
2932 *
2933 * TERRAIN_WINDOW_WIDTH/TERRAIN_WINDOW_HEIGHT defines how many squares can
2934 * be displayed in w_terrain (using it's specific tile dimension), not
2935 * including partially drawn squares at the right/bottom. You should
2936 * use it whenever you want to draw specific squares in that window or to
2937 * determine whether a specific square is draw on screen (or outside the screen
2938 * and needs scrolling).
2939 *
2940 * TERRAIN_WINDOW_TERM_WIDTH/TERRAIN_WINDOW_TERM_HEIGHT defines the size of
2941 * w_terrain in the standard font dimension (the font that everything else uses).
2942 * You usually don't have to use it, expect for positioning of windows,
2943 * because the window positions use the standard font dimension.
2944 *
2945 * The code here calculates size available for w_terrain, caps it at
2946 * max_view_size (the maximal view range than any character can have at
2947 * any time).
2948 * It is stored in TERRAIN_WINDOW_*.
2949 */
2951
2952 // Position of the player in the terrain window, it is always in the center
2955
2957 point( sidebar_left, 0 ) );
2958
2959 // minimap is always MINIMAP_WIDTH x MINIMAP_HEIGHT in size
2961
2962 // need to init in order to avoid crash. gets updated by the panel code.
2964
2965 ui.position_from_window( catacurses::stdscr );
2966 } );
2967 ui->mark_resize();
2968 }
2969 return ui;
2970}
catacurses::window w_pixel_minimap
Definition: game.h:990
catacurses::window w_minimap_ptr
Definition: game.h:1027
weak_ptr_fast< ui_adaptor > main_ui_adaptor
Definition: game.h:1073
catacurses::window w_minimap
Definition: game.h:989
catacurses::window w_terrain_ptr
Definition: game.h:1026
static panel_manager & get_manager()
Definition: panels.h:72
int get_width_right()
Definition: panels.cpp:2186
int get_width_left()
Definition: panels.cpp:2194
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
static constexpr int MINIMAP_WIDTH
static constexpr int MINIMAP_HEIGHT
void to_map_font_dimension(int &, int &)
Definition: game_ui.cpp:20
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16
window stdscr
Definition: overmap_ui.h:17
int TERRAIN_WINDOW_TERM_WIDTH
Definition: output.cpp:53
int TERRAIN_WINDOW_TERM_HEIGHT
Definition: output.cpp:54
int POSX
Definition: output.cpp:49
int TERRAIN_WINDOW_WIDTH
Definition: output.cpp:51
int POSY
Definition: output.cpp:50
int TERRAIN_WINDOW_HEIGHT
Definition: output.cpp:52

References g, panel_manager::get_manager(), panel_manager::get_width_left(), panel_manager::get_width_right(), main_ui_adaptor, MINIMAP_HEIGHT, MINIMAP_WIDTH, catacurses::newwin(), point_zero, POSX, POSY, catacurses::stdscr, TERMX, TERMY, TERRAIN_WINDOW_HEIGHT, TERRAIN_WINDOW_TERM_HEIGHT, TERRAIN_WINDOW_TERM_WIDTH, TERRAIN_WINDOW_WIDTH, to_map_font_dimension(), w_minimap, w_minimap_ptr, w_pixel_minimap, w_terrain, and w_terrain_ptr.

◆ create_starting_npcs()

void game::create_starting_npcs ( )
private

Definition at line 891 of file game.cpp.

892{
893 if( !get_option<bool>( "STATIC_NPC" ) ||
894 get_option<std::string>( "STARTING_NPC" ) == "never" ) {
895 return; //Do not generate a starting npc.
896 }
897
898 //We don't want more than one starting npc per starting location
899 const int radius = 1;
900 if( !overmap_buffer.get_npcs_near_player( radius ).empty() ) {
901 return; //There is already an NPC in this starting location
902 }
903
904 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
905 tmp->randomize( one_in( 2 ) ? NC_DOCTOR : NC_NONE );
906 tmp->spawn_at_precise( { get_levx(), get_levy() }, u.pos() - point_south_east );
908 tmp->form_opinion( u );
909 tmp->set_attitude( NPCATT_NULL );
910 //This sets the NPC mission. This NPC remains in the starting location.
911 tmp->mission = NPC_MISSION_SHELTER;
912 tmp->chatbin.first_topic = "TALK_SHELTER";
913 tmp->toggle_trait( trait_id( "NPC_STARTING_NPC" ) );
914 tmp->set_fac( faction_id( "no_faction" ) );
915 //One random starting NPC mission
916 tmp->add_new_mission( mission::reserve_random( ORIGIN_OPENER_NPC, tmp->global_omt_location(),
917 tmp->getID() ) );
918}
int get_levy() const
Definition: game.cpp:11906
int get_levx() const
The top left corner of the reality bubble (in submaps coordinates).
Definition: game.cpp:11901
static mission * reserve_random(mission_origin origin, const tripoint_abs_omt &p, const character_id &npc_id)
Definition: mission.cpp:200
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
void insert_npc(const shared_ptr_fast< npc > &who)
Adds the npc to an overmap ( based on the npcs current location ) and stores it there.
string_id< faction > faction_id
Definition: clzones.h:30
@ ORIGIN_OPENER_NPC
Definition: mission.h:45
@ NPCATT_NULL
Definition: npc.h:81
@ NPC_MISSION_SHELTER
Definition: npc.h:144
npc_class_id NC_NONE("NC_NONE")
npc_class_id NC_DOCTOR("NC_DOCTOR")
static constexpr point point_south_east
Definition: point.h:265
bool one_in(int chance)
Definition: rng.cpp:65

References get_levx(), get_levy(), overmapbuffer::get_npcs_near_player(), overmapbuffer::insert_npc(), NC_DOCTOR, NC_NONE, NPC_MISSION_SHELTER, NPCATT_NULL, one_in(), ORIGIN_OPENER_NPC, overmap_buffer, point_south_east, Character::pos(), mission::reserve_random(), trait_id, and u.

Referenced by start_game().

◆ critter_at() [1/2]

template<typename T >
T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
)

Returns the Creature at the given location.

Optionally casted to the given type of creature: npc, player, monster - if there is a creature, but it's not of the requested type, returns nullptr.

Parameters
allow_hallucinationWhether to return monsters that are actually hallucinations.

Definition at line 4527 of file game.cpp.

4528{
4529 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( p ) ) {
4530 if( !allow_hallucination && mon_ptr->is_hallucination() ) {
4531 return nullptr;
4532 }
4533 // if we wanted to check for an NPC / player / avatar,
4534 // there is sometimes a monster AND an NPC/player there at the same time.
4535 // because the NPC/player etc may be riding that monster.
4536 // so only return the monster if we were actually looking for a monster.
4537 // otherwise, keep looking for the rider.
4538 // critter_at<creature> or critter_at() with no template will still default to returning monster first,
4539 // which is ok for the occasions where that happens.
4540 if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
4541 std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
4542 std::is_same<T, const Creature>::value ) ) {
4543 return dynamic_cast<T *>( mon_ptr.get() );
4544 }
4545 }
4546 if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
4547 if( p == u.pos() ) {
4548 return dynamic_cast<T *>( &u );
4549 }
4550 }
4551 for( auto &cur_npc : active_npc ) {
4552 if( cur_npc->pos() == p && !cur_npc->is_dead() ) {
4553 return dynamic_cast<T *>( cur_npc.get() );
4554 }
4555 }
4556 return nullptr;
4557}
static const efftype_id effect_ridden("ridden")

References active_npc, critter_tracker, effect_ridden, Character::pos(), and u.

Referenced by draw_look_around_cursor(), examine(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_player_input(), is_empty(), knockback(), phasing_move(), print_all_tile_info(), spawn_hallucination(), swap_critters(), and update_stair_monsters().

◆ critter_at() [2/2]

template<typename T >
const T * game::critter_at ( const tripoint p,
bool  allow_hallucination = false 
) const

Definition at line 4560 of file game.cpp.

4561{
4562 return const_cast<game *>( this )->critter_at<T>( p, allow_hallucination );
4563}
Definition: game.h:144

◆ critter_by_id()

template<typename T >
template Creature * game::critter_by_id< Creature > ( const character_id id)
Returns
The living creature with the given id. Returns null if no living creature with such an id exists. Never returns a dead creature. Currently only the player character and npcs have ids.

Definition at line 4606 of file game.cpp.

4607{
4608 if( id == u.getID() ) {
4609 // player is always alive, therefore no is-dead check
4610 return dynamic_cast<T *>( &u );
4611 }
4612 return find_npc( id );
4613}
character_id getID() const
Definition: character.cpp:492
npc * find_npc(character_id id)
Find the npc with the given ID.
Definition: game.cpp:1871

References find_npc(), Character::getID(), and u.

◆ death_screen()

void game::death_screen ( )
private

Definition at line 2420 of file game.cpp.

2421{
2422 gamemode->game_over();
2427 follower_ids.clear();
2429}
diary * get_avatar_diary()
Definition: avatar.cpp:369
void death_entry()
Definition: diary.cpp:672
stats_tracker & stats()
Definition: game.cpp:2714
void disp_NPC_epilogues()
Definition: game.cpp:2796
void display_faction_epilogues()
Definition: game.cpp:2813
void display_messages()
Definition: messages.cpp:827
void show_scores_ui(const achievements_tracker &achievements, stats_tracker &stats, const kill_tracker &kills)
Definition: scores_ui.cpp:69

References achievements_tracker_ptr, diary::death_entry(), disp_NPC_epilogues(), display_faction_epilogues(), Messages::display_messages(), follower_ids, gamemode, avatar::get_avatar_diary(), get_kill_tracker(), show_scores_ui(), stats(), and u.

Referenced by cleanup_at_end().

◆ despawn_monster()

void game::despawn_monster ( monster critter)

Despawn a specific monster, it's stored on the overmap.

Also removes it from the creature tracker. Keep in mind that any monster index may point to a different monster after calling this (or to no monster at all).

Definition at line 11025 of file game.cpp.

11026{
11027 if( !critter.is_hallucination() ) {
11028 // hallucinations aren't stored, they come and go as they like,
11030 }
11031
11032 critter.on_unload();
11033 remove_zombie( critter );
11034 // simulate it being dead so further processing of it (e.g. in monmove) will yield
11035 critter.set_hp( 0 );
11036}
void remove_zombie(const monster &critter)
Definition: game.cpp:4717
bool is_hallucination() const override
Definition: monster.cpp:2709
void on_unload()
Do some cleanup and caching as monster is being unloaded from map.
Definition: monster.cpp:3045
void set_hp(int hp)
Directly set the current hp of the monster (not capped at the maximal hp).
Definition: monster.cpp:1680
void despawn_monster(const monster &critter)
Despawn the monster back onto the overmap.

References overmapbuffer::despawn_monster(), monster::is_hallucination(), monster::on_unload(), overmap_buffer, remove_zombie(), and monster::set_hp().

Referenced by cleanup_at_end(), monmove(), place_player_overmap(), and shift_monsters().

◆ disable_robot()

bool game::disable_robot ( const tripoint p)

If there is a robot (that can be disabled), query the player and try to disable it.

Returns
true if the robot has been disabled or a similar action has been done. false if the player did not choose any action and the function has effectively done nothing.

Definition at line 8640 of file game.cpp.

8641{
8642 monster *const mon_ptr = critter_at<monster>( p );
8643 if( !mon_ptr ) {
8644 return false;
8645 }
8646 monster &critter = *mon_ptr;
8647 if( critter.friendly == 0 || critter.has_effect( effect_pet ) ||
8648 critter.has_flag( MF_RIDEABLE_MECH ) ||
8649 ( critter.has_flag( MF_PAY_BOT ) && critter.has_effect( effect_paid ) ) ) {
8650 // Can only disable / reprogram friendly monsters
8651 return false;
8652 }
8653 const auto mid = critter.type->id;
8654 const auto mon_item_id = critter.type->revert_to_itype;
8655 if( !mon_item_id.is_empty() &&
8656 query_yn( _( "Deactivate the %s?" ), critter.name() ) ) {
8657
8658 u.moves -= 100;
8659 m.add_item_or_charges( p, critter.to_item() );
8660 if( !critter.has_flag( MF_INTERIOR_AMMO ) ) {
8661 for( auto &ammodef : critter.ammo ) {
8662 if( ammodef.second > 0 ) {
8663 m.spawn_item( p.xy(), ammodef.first, 1, ammodef.second, calendar::turn );
8664 }
8665 }
8666 }
8667 remove_zombie( critter );
8668 return true;
8669 }
8670 // Manhacks are special, they have their own menu here.
8671 if( mid == mon_manhack ) {
8672 int choice = UILIST_CANCEL;
8673 if( critter.has_effect( effect_docile ) ) {
8674 choice = uilist( _( "Reprogram the manhack?" ), { _( "Engage targets." ) } );
8675 } else {
8676 choice = uilist( _( "Reprogram the manhack?" ), { _( "Follow me." ) } );
8677 }
8678 switch( choice ) {
8679 case 0:
8680 if( critter.has_effect( effect_docile ) ) {
8681 critter.remove_effect( effect_docile );
8682 if( one_in( 3 ) ) {
8683 add_msg( _( "The %s hovers momentarily as it surveys the area." ),
8684 critter.name() );
8685 }
8686 } else {
8687 critter.add_effect( effect_docile, 1_turns, num_bp );
8688 if( one_in( 3 ) ) {
8689 add_msg( _( "The %s lets out a whirring noise and starts to follow you." ),
8690 critter.name() );
8691 }
8692 }
8693 u.moves -= 100;
8694 return true;
8695 default:
8696 break;
8697 }
8698 }
8699 return false;
8700}
@ num_bp
Definition: bodypart.h:53
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1144
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4313
bool has_flag(m_flag f) const override
Definition: monster.cpp:894
item to_item() const
Convert this monster into an item (see mtype::revert_to_itype).
Definition: monster.cpp:2849
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1856
int friendly
Definition: monster.h:471
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:489
std::map< itype_id, int > ammo
Definition: monster.h:512
static const efftype_id effect_pet("pet")
static const efftype_id effect_docile("docile")
static const efftype_id effect_paid("paid")
static const mtype_id mon_manhack("mon_manhack")
@ MF_INTERIOR_AMMO
Definition: mtype.h:146
@ MF_RIDEABLE_MECH
Definition: mtype.h:115
@ MF_PAY_BOT
Definition: mtype.h:121
itype_id revert_to_itype
If this is not empty, the monster can be converted into an item of this type (if it's friendly).
Definition: mtype.h:364
constexpr point xy() const
Definition: point.h:206
const int UILIST_CANCEL
Definition: ui.h:28

References _, monster::add_effect(), map::add_item_or_charges(), add_msg(), monster::ammo, effect_docile, effect_paid, effect_pet, monster::friendly, Creature::has_effect(), monster::has_flag(), mtype::id, m, MF_INTERIOR_AMMO, MF_PAY_BOT, MF_RIDEABLE_MECH, mon_manhack, Creature::moves, monster::name(), num_bp, one_in(), query_yn(), Creature::remove_effect(), remove_zombie(), mtype::revert_to_itype, map::spawn_item(), monster::to_item(), calendar::turn, monster::type, u, UILIST_CANCEL, and tripoint::xy().

Referenced by examine().

◆ disp_NPC_epilogues()

void game::disp_NPC_epilogues ( )
private

Definition at line 2796 of file game.cpp.

2797{
2798 // TODO: This search needs to be expanded to all NPCs
2799 for( auto elem : follower_ids ) {
2801 if( !guy ) {
2802 continue;
2803 }
2804 const auto new_win = []() {
2806 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2807 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2808 };
2809 scrollable_text( new_win, guy->disp_name(), guy->get_epilogue() );
2810 }
2811}
shared_ptr_fast< npc > find_npc(character_id id)
Find the npc with the given ID.
void scrollable_text(const std::function< catacurses::window()> &init_window, const std::string &title, const std::string &text)
Definition: output.cpp:352

References overmapbuffer::find_npc(), follower_ids, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), overmap_buffer, scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ disp_NPCs()

void game::disp_NPCs ( )

Definition at line 2847 of file game.cpp.

2848{
2849 const tripoint_abs_omt ppos = u.global_omt_location();
2850 const tripoint &lpos = u.pos();
2851 std::vector<shared_ptr_fast<npc>> npcs = overmap_buffer.get_npcs_near_player( 100 );
2852 std::sort( npcs.begin(), npcs.end(), npc_dist_to_player() );
2853
2855 ui_adaptor ui;
2856 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2859 TERMY > FULL_SCREEN_HEIGHT ? ( TERMY - FULL_SCREEN_HEIGHT ) / 2 : 0 ) );
2860 ui.position_from_window( w );
2861 } );
2862 ui.mark_resize();
2863 ui.on_redraw( [&]( const ui_adaptor & ) {
2864 werase( w );
2865 mvwprintz( w, point_zero, c_white, _( "Your overmap position: %s" ), ppos.to_string() );
2866 // NOLINTNEXTLINE(cata-use-named-point-constants)
2867 mvwprintz( w, point( 0, 1 ), c_white, _( "Your local position: %s" ), lpos.to_string() );
2868 size_t i;
2869 for( i = 0; i < 20 && i < npcs.size(); i++ ) {
2870 const tripoint_abs_omt apos = npcs[i]->global_omt_location();
2871 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %s", npcs[i]->name,
2872 apos.to_string() );
2873 }
2874 for( const monster &m : all_monsters() ) {
2875 mvwprintz( w, point( 0, i + 3 ), c_white, "%s: %d, %d, %d", m.name(),
2876 m.posx(), m.posy(), m.posz() );
2877 ++i;
2878 }
2879 wnoutrefresh( w );
2880 } );
2881
2882 input_context ctxt( "DISP_NPCS" );
2883 ctxt.register_action( "CONFIRM" );
2884 ctxt.register_action( "QUIT" );
2885 ctxt.register_action( "HELP_KEYBINDINGS" );
2886 bool stop = false;
2887 while( !stop ) {
2889 const std::string action = ctxt.handle_input();
2890 if( action == "CONFIRM" || action == "QUIT" ) {
2891 stop = true;
2892 }
2893 }
2894}
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6268
std::string to_string() const
Definition: coordinates.h:140
Represents a context in which a set of actions can be performed.
Definition: input.h:382
std::string name(const tripoint &p)
Definition: map.cpp:1389
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void werase(const window &win)
Definition: ncurses_def.cpp:53
std::string to_string() const
Definition: point.cpp:34

References _, action, all_monsters(), c_white, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), input_context::handle_input(), m, mvwprintz(), map::name(), om_direction::name(), catacurses::newwin(), overmap_buffer, point_zero, Character::pos(), ui_manager::redraw(), input_context::register_action(), TERMX, TERMY, coords::coord_point< Point, Origin, Scale >::to_string(), tripoint::to_string(), u, catacurses::werase(), and catacurses::wnoutrefresh().

◆ display_faction_epilogues()

void game::display_faction_epilogues ( )
private

Definition at line 2813 of file game.cpp.

2814{
2815 for( const auto &elem : faction_manager_ptr->all() ) {
2816 if( elem.second.known_by_u ) {
2817 const std::vector<std::string> epilogue = elem.second.epilogue();
2818 if( !epilogue.empty() ) {
2819 const auto new_win = []() {
2821 point( std::max( 0, ( TERMX - FULL_SCREEN_WIDTH ) / 2 ),
2822 std::max( 0, ( TERMY - FULL_SCREEN_HEIGHT ) / 2 ) ) );
2823 };
2824 scrollable_text( new_win, elem.second.name,
2825 std::accumulate( epilogue.begin() + 1, epilogue.end(), epilogue.front(),
2826 []( const std::string & lhs, const std::string & rhs ) -> std::string {
2827 return lhs + "\n" + rhs;
2828 } ) );
2829 }
2830 }
2831 }
2832}
pimpl< faction_manager > faction_manager_ptr
Definition: game.h:973

References faction_manager_ptr, FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, catacurses::newwin(), scrollable_text(), TERMX, and TERMY.

Referenced by death_screen().

◆ display_lighting()

void game::display_lighting ( )
private

Definition at line 11251 of file game.cpp.

11252{
11253 if( use_tiles ) {
11255 if( !g->display_overlay_state( ACTION_DISPLAY_LIGHTING ) ) {
11256 return;
11257 }
11258 uilist lighting_menu;
11259 std::vector<std::string> lighting_menu_strings{
11260 "Global lighting conditions"
11261 };
11262
11263 int count = 0;
11264 for( const auto &menu_str : lighting_menu_strings ) {
11265 lighting_menu.addentry( count++, true, MENU_AUTOASSIGN, "%s", menu_str );
11266 }
11267
11268 lighting_menu.w_y_setup = 0;
11269 lighting_menu.query();
11270 if( ( lighting_menu.ret >= 0 ) &&
11271 ( static_cast<size_t>( lighting_menu.ret ) < lighting_menu_strings.size() ) ) {
11272 g->displaying_lighting_condition = lighting_menu.ret;
11273 }
11274 }
11275}
@ ACTION_DISPLAY_LIGHTING
Toggle lighting conditions map.
Definition: action.h:317
bool use_tiles
Use tiles for display.
void display_toggle_overlay(action_id)
Definition: game.cpp:11147
pos_scalar w_y_setup
Definition: ui.h:338
constexpr size_t count()
Definition: fmtlib_core.h:1073
const int MENU_AUTOASSIGN
Definition: ui.h:31

References ACTION_DISPLAY_LIGHTING, uilist::addentry(), detail::count(), display_toggle_overlay(), g, MENU_AUTOASSIGN, uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action(), and look_around().

◆ display_overlay_state()

bool game::display_overlay_state ( action_id  action)

Definition at line 11142 of file game.cpp.

11143{
11145}
std::optional< action_id > displaying_overlays
Definition: game.h:918

References action, and displaying_overlays.

Referenced by display_toggle_overlay(), and display_visibility().

◆ display_radiation()

void game::display_radiation ( )
private

Definition at line 11277 of file game.cpp.

11278{
11279 if( use_tiles ) {
11281 }
11282}
@ ACTION_DISPLAY_RADIATION
Toggle radiation map.
Definition: action.h:319

References ACTION_DISPLAY_RADIATION, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_scent()

void game::display_scent ( )
private

Definition at line 11156 of file game.cpp.

11157{
11158 if( use_tiles ) {
11160 } else {
11161 int div;
11162 bool got_value = query_int( div, _( "Set the Scent Map sensitivity to (0 to cancel)?" ) );
11163 if( !got_value || div < 1 ) {
11164 add_msg( _( "Never mind." ) );
11165 return;
11166 }
11167 shared_ptr_fast<game::draw_callback_t> scent_cb = make_shared_fast<game::draw_callback_t>( [&]() {
11168 scent.draw( w_terrain, div * 2, u.pos() + u.view_offset );
11169 } );
11170 g->add_draw_callback( scent_cb );
11171
11174 }
11175}
@ ACTION_DISPLAY_SCENT
Toggle scent map.
Definition: action.h:279
void wait_for_any_key()
Wait until the user presses a key.
Definition: input.cpp:1303
tripoint view_offset
Definition: player.h:233
void draw(const catacurses::window &win, int div, const tripoint &center) const
Definition: scent_map.cpp:70
input_manager inp_mngr
Definition: input.cpp:109
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718

References _, ACTION_DISPLAY_SCENT, add_msg(), display_toggle_overlay(), scent_map::draw(), g, inp_mngr, Character::pos(), query_int(), ui_manager::redraw(), scent, u, use_tiles, player::view_offset, w_terrain, and input_manager::wait_for_any_key().

Referenced by handle_action(), and look_around().

◆ display_temperature()

void game::display_temperature ( )
private

Definition at line 11177 of file game.cpp.

11178{
11179 if( use_tiles ) {
11181 }
11182}
@ ACTION_DISPLAY_TEMPERATURE
Toggle temperature map.
Definition: action.h:311

References ACTION_DISPLAY_TEMPERATURE, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_toggle_overlay()

void game::display_toggle_overlay ( action_id  action)

Definition at line 11147 of file game.cpp.

11148{
11149 if( display_overlay_state( action ) ) {
11150 displaying_overlays.reset();
11151 } else {
11153 }
11154}
bool display_overlay_state(action_id)
Definition: game.cpp:11142

References action, display_overlay_state(), and displaying_overlays.

Referenced by display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), and display_visibility().

◆ display_transparency()

void game::display_transparency ( )
private

Definition at line 11284 of file game.cpp.

11285{
11286 if( use_tiles ) {
11288 }
11289}
@ ACTION_DISPLAY_TRANSPARENCY
Toggle transparency map.
Definition: action.h:321

References ACTION_DISPLAY_TRANSPARENCY, display_toggle_overlay(), and use_tiles.

Referenced by handle_action(), and look_around().

◆ display_vehicle_ai()

void game::display_vehicle_ai ( )
private

Definition at line 11184 of file game.cpp.

11185{
11186 if( use_tiles ) {
11188 }
11189}
@ ACTION_DISPLAY_VEHICLE_AI
Toggle vehicle autopilot data.
Definition: action.h:313

References ACTION_DISPLAY_VEHICLE_AI, display_toggle_overlay(), and use_tiles.

Referenced by handle_action().

◆ display_visibility()

void game::display_visibility ( )
private

Definition at line 11191 of file game.cpp.

11192{
11193 if( use_tiles ) {
11196 std::vector< tripoint > locations;
11197 uilist creature_menu;
11198 int num_creatures = 0;
11199 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, "%s", _( "You" ) );
11200 locations.emplace_back( g->u.pos() ); // add player first.
11201 for( const Creature &critter : g->all_creatures() ) {
11202 if( critter.is_player() ) {
11203 continue;
11204 }
11205 creature_menu.addentry( num_creatures++, true, MENU_AUTOASSIGN, critter.disp_name() );
11206 locations.emplace_back( critter.pos() );
11207 }
11208
11209 pointmenu_cb callback( locations );
11210 creature_menu.callback = &callback;
11211 creature_menu.w_y_setup = 0;
11212 creature_menu.query();
11213 if( creature_menu.ret >= 0 && static_cast<size_t>( creature_menu.ret ) < locations.size() ) {
11214 Creature *creature = critter_at<Creature>( locations[creature_menu.ret] );
11216 }
11217 } else {
11219 }
11220 }
11221}
@ ACTION_DISPLAY_VISIBILITY
Toggle visibility map.
Definition: action.h:315
size_t num_creatures() const
Returns the approximate number of creatures in the reality bubble.
Definition: game.cpp:4707
Creature * displaying_visibility_creature
Creature for which to display the visibility map.
Definition: game.h:1009
Callback for uilist that pairs menu entries with points When an entry is selected,...
Definition: ui.h:423
uilist_callback * callback
Definition: ui.h:335
generic_factory< overmap_location > locations("overmap location")

References _, ACTION_DISPLAY_VISIBILITY, uilist::addentry(), uilist::callback, creature, display_overlay_state(), display_toggle_overlay(), displaying_visibility_creature, g, anonymous_namespace{overmap_location.cpp}::locations, MENU_AUTOASSIGN, num_creatures(), uilist::query(), uilist::ret, use_tiles, and uilist::w_y_setup.

Referenced by handle_action().

◆ do_turn()

bool game::do_turn ( )

MAIN GAME LOOP.

Returns true if game is over (death, saved, quit, etc.).

Definition at line 1353 of file game.cpp.

1354{
1355 if( is_game_over() ) {
1356 return cleanup_at_end();
1357 }
1358 // Actual stuff
1359 if( new_game ) {
1360 new_game = false;
1361 } else {
1362 gamemode->per_turn();
1363 calendar::turn += 1_turns;
1364 }
1365
1366 // starting a new turn, clear out temperature cache
1368 weather.clear_temp_cache();
1369
1370 if( npcs_dirty ) {
1371 load_npcs();
1372 }
1373
1376 // If controlling a vehicle that is owned by someone else
1378 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1379 if( veh && !veh->handle_potential_theft( u, true ) ) {
1380 veh->handle_potential_theft( u, false, false );
1381 }
1382 }
1383 // If riding a horse - chance to spook
1384 if( u.is_mounted() ) {
1386 }
1387 if( calendar::once_every( 1_days ) ) {
1389 }
1390
1391 // Move hordes every 2.5 min
1394 // Hordes that reached the reality bubble need to spawn,
1395 // make them spawn in invisible areas only.
1396 m.spawn_monsters( false );
1397 }
1398
1400
1401 u.update_body();
1402
1403 // Auto-save if autosave is enabled
1404 if( get_option<bool>( "AUTOSAVE" ) &&
1405 calendar::once_every( 1_turns * get_option<int>( "AUTOSAVE_TURNS" ) ) &&
1406 !u.is_dead_state() ) {
1407 autosave();
1408 }
1409
1410 weather.update_weather();
1412
1416 // Process NPC sound events before they move or they hear themselves talking
1417 for( npc &guy : all_npcs() ) {
1418 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1420 }
1421 }
1422
1423 // Process sound events into sound markers for display to the player.
1425
1426 if( u.is_deaf() ) {
1428 }
1429
1430 if( !u.has_effect( effect_sleep ) || uquit == QUIT_WATCH ) {
1431 if( u.moves > 0 || uquit == QUIT_WATCH ) {
1432 while( u.moves > 0 || uquit == QUIT_WATCH ) {
1433 cleanup_dead();
1435 // Process any new sounds the player caused during their turn.
1436 for( npc &guy : all_npcs() ) {
1437 if( rl_dist( guy.pos(), u.pos() ) < MAX_VIEW_DISTANCE ) {
1439 }
1440 }
1443 wait_popup.reset();
1445 }
1446
1447 if( queue_screenshot ) {
1451 queue_screenshot = false;
1452 }
1453
1454 if( handle_action() ) {
1456 u.action_taken();
1457 }
1458
1459 if( is_game_over() ) {
1460 return cleanup_at_end();
1461 }
1462
1463 if( uquit == QUIT_WATCH ) {
1464 break;
1465 }
1466 if( u.activity ) {
1468 }
1469 }
1470 // Reset displayed sound markers now that the turn is over.
1471 // We only want this to happen if the player had a chance to examine the sounds.
1473 }
1474 }
1475
1476 if( driving_view_offset.x != 0 || driving_view_offset.y != 0 ) {
1477 // Still have a view offset, but might not be driving anymore,
1478 // or the option has been deactivated,
1479 // might also happen when someone dives from a moving car.
1480 // or when using the handbrake.
1481 vehicle *veh = veh_pointer_or_null( m.veh_at( u.pos() ) );
1482 calc_driving_offset( veh );
1483 }
1484
1485 // No-scent debug mutation has to be processed here or else it takes time to start working
1486 if( !u.has_active_bionic( bionic_id( "bio_scent_mask" ) ) &&
1487 !u.has_trait( trait_id( "DEBUG_NOSCENT" ) ) ) {
1490 }
1491 scent.update( u.pos(), m );
1492
1493 // We need floor cache before checking falling 'n stuff
1495
1498 m.vehmove();
1499 m.process_fields();
1500 m.process_items();
1503
1504 // Apply sounds from previous turn to monster and NPC AI.
1506 // Update vision caches for monsters. If this turns out to be expensive,
1507 // consider a stripped down cache just for monsters.
1508 m.build_map_cache( get_levz(), true );
1509 monmove();
1510 if( calendar::once_every( 5_minutes ) ) {
1512 }
1513 if( calendar::once_every( 10_seconds ) ) {
1514 for( const tripoint &elem : m.get_furn_field_locations() ) {
1515 const auto &furn = m.furn( elem ).obj();
1516 for( const emit_id &e : furn.emissions ) {
1517 m.emit_field( elem, e );
1518 }
1519 }
1520 }
1523 u.process_turn();
1524
1526 cleanup_dead();
1527
1528 if( u.moves < 0 && get_option<bool>( "FORCE_REDRAW" ) ) {
1531 }
1532
1533 if( get_levz() >= 0 && !u.is_underwater() ) {
1534 handle_weather_effects( weather.weather_id );
1535 }
1536
1537 const bool player_is_sleeping = u.has_effect( effect_sleep );
1538 bool wait_redraw = false;
1539 std::string wait_message;
1540 time_duration wait_refresh_rate;
1541 if( player_is_sleeping ) {
1542 wait_redraw = true;
1543 wait_message = _( "Wait till you wake up…" );
1544 wait_refresh_rate = 30_minutes;
1545 if( calendar::once_every( 1_hours ) ) {
1547 }
1548 } else if( u.has_destination() ) {
1549 wait_redraw = true;
1550 wait_message = _( "Travelling…" );
1551 wait_refresh_rate = 15_turns;
1552 } else if( const std::optional<std::string> progress = u.activity.get_progress_message( u ) ) {
1553 wait_redraw = true;
1554 wait_message = *progress;
1555 if( u.activity.id() == ACT_AUTODRIVE ) {
1556 wait_refresh_rate = 1_turns;
1557 } else {
1558 wait_refresh_rate = 5_minutes;
1559 }
1560 }
1561 if( wait_redraw ) {
1563 calendar::once_every( std::min( 1_minutes, wait_refresh_rate ) ) ) {
1564 if( first_redraw_since_waiting_started || calendar::once_every( wait_refresh_rate ) ) {
1566 }
1567
1568 // Avoid redrawing the main UI every time due to invalidation
1570 wait_popup = std::make_unique<static_popup>();
1571 wait_popup->on_top( true ).wait_message( "%s", wait_message );
1575 }
1576 } else {
1577 // Nothing to wait for now
1578 wait_popup.reset();
1580 }
1581
1584 u.apply_wetness_morale( weather.temperature );
1585
1586 if( !u.is_deaf() ) {
1588 }
1593
1594 // reset player noise
1595 u.volume = 0;
1596
1597 return false;
1598}
void action_taken()
Called after every action, invalidates player caches.
Definition: character.cpp:810
bool check_mount_is_spooked()
Definition: character.cpp:1039
void process_turn() override
Handles end-of-turn processing.
void update_bodytemp(const map &m, const weather_manager &weather)
Maintains body temperature.
Definition: character.cpp:5215
bool is_mounted() const
Definition: character.cpp:1080
bool has_destination() const
scenttype_id get_type_of_scent() const
Definition: character.cpp:8757
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:497
bool is_deaf() const
Definition: character.cpp:4510
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4689
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1822
void apply_wetness_morale(int temperature)
Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.
Definition: suffer.cpp:1867
virtual bool is_underwater() const
Definition: creature.cpp:171
int get_levz() const
Definition: game.cpp:11911
void overmap_npc_move()
Definition: game.cpp:4187
class game::debug_hour_timer debug_hour_timer
npc_range all_npcs()
Same as all_creatures but iterators only over npcs.
Definition: game.cpp:12021
void monmove()
Definition: game.cpp:4061
void autopilot_vehicles()
process vehicles that are following the player
Definition: game.cpp:1663
void add_artifact_dreams()
Definition: game.cpp:11853
int moves_since_last_save
Definition: game.h:1039
bool take_screenshot() const
Saves a screenshot of the current viewport, as a PNG file.
Definition: game.cpp:7158
void calc_driving_offset(vehicle *veh=nullptr)
Definition: game.cpp:1251
bool cleanup_at_end()
Definition: game.cpp:947
std::unique_ptr< static_popup > wait_popup
Definition: game.h:1075
bool queue_screenshot
Definition: game.h:1018
friend weather_manager & get_weather()
Definition: weather.cpp:64
void autosave()
Definition: game.cpp:11342
void process_activity()
Definition: game.cpp:1652
void update_stair_monsters()
Definition: game.cpp:10816
void process_voluntary_act_interrupt()
Definition: game.cpp:1612
void load_npcs()
Makes any nearby NPCs on the overmap active.
Definition: game.cpp:816
bool npcs_dirty
Has a NPC been spawned since last load?
Definition: game.h:1046
void cleanup_dead()
Definition: game.cpp:4026
bool is_game_over()
Definition: game.cpp:2367
void perhaps_add_random_npc()
Definition: game.cpp:11074
void mon_info_update()
Definition: game.cpp:3825
bool handle_action()
const T & obj() const
Definition: ammo_effect.cpp:26
void build_floor_caches()
Definition: map.cpp:8188
void process_falling()
Invoked drop_everything on cached dirty tiles.
Definition: map.cpp:2355
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1927
const std::vector< tripoint > & get_furn_field_locations() const
Definition: map.cpp:7880
void spawn_monsters(bool ignore_sight)
Spawn monsters from submap spawn points and from the overmap.
Definition: map.cpp:7839
void vehmove()
Definition: map.cpp:473
void creature_in_field(Creature &critter)
Apply field effects to the creature when it's on a square with fields.
Definition: map_field.cpp:1562
void process_fields()
Definition: map_field.cpp:141
furn_id furn(const tripoint &p) const
Definition: map.cpp:1412
void build_map_cache(int zlev, bool skip_lightmap=false)
Definition: map.cpp:8354
void process_items()
Definition: map.cpp:4699
static void process_all()
Handles mission deadline processing.
Definition: mission.cpp:98
void set_scent(const tripoint_abs_omt &loc, int strength)
Method to set a scent trace.
void process_mongroups()
Process nearby monstergroups (dying mostly).
void move_hordes()
Let hordes move a step.
const activity_id & id() const
std::optional< std::string > get_progress_message(const avatar &u) const
Helper that returns an activity specific progress message.
int volume
Definition: player.h:236
int scent
Definition: player.h:245
void set(const tripoint &p, int value, const scenttype_id &type=scenttype_id())
Get the scent value at the given position.
Definition: scent_map.cpp:102
void update(const tripoint &center, map &m)
Definition: scent_map.cpp:150
static constexpr time_duration from_minutes(const T m)
Definition: calendar.h:212
void process()
Process all queued events, potentially altering the game state and modifying the event queue.
static const activity_id ACT_AUTODRIVE("ACT_AUTODRIVE")
static const efftype_id effect_sleep("sleep")
@ QUIT_WATCH
Definition: game.h:73
static constexpr int MAX_VIEW_DISTANCE
void handle_weather_effects(const weather_type_id &w)
Definition: weather.cpp:522
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
void update_body_wetness(Character &who, const w_point &weather)
Maintains body wetness and handles the rate at which the player dries.
explosion_queue & get_explosion_queue()
Definition: explosion.cpp:1920
void do_vehicle_engine_sfx()
Definition: sounds.cpp:1612
void do_hearing_loss(int turns=-1)
Definition: sounds.cpp:1607
void do_danger_music()
Definition: sounds.cpp:1611
void do_vehicle_exterior_engine_sfx()
Definition: sounds.cpp:1613
void do_fatigue()
Definition: sounds.cpp:1632
void remove_hearing_loss()
Definition: sounds.cpp:1608
void process_sound_markers(player *p)
Definition: sounds.cpp:386
void process_sounds()
Definition: sounds.cpp:304
void reset_markers()
Definition: sounds.cpp:572
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, ACT_AUTODRIVE, Character::action_taken(), Character::activity, add_artifact_dreams(), all_npcs(), Character::apply_wetness_morale(), autopilot_vehicles(), autosave(), map::build_floor_caches(), map::build_map_cache(), calc_driving_offset(), Character::check_mount_is_spooked(), cleanup_at_end(), cleanup_dead(), Character::controlling_vehicle, map::creature_in_field(), sfx::do_danger_music(), sfx::do_fatigue(), sfx::do_hearing_loss(), sfx::do_vehicle_engine_sfx(), sfx::do_vehicle_exterior_engine_sfx(), driving_view_offset, effect_sleep, map::emit_field(), explosion_handler::explosion_queue::execute(), first_redraw_since_waiting_started, time_duration::from_minutes(), map::furn(), gamemode, explosion_handler::get_explosion_queue(), map::get_furn_field_locations(), get_levz(), player_activity::get_progress_message(), Character::get_type_of_scent(), get_weather, Character::global_omt_location(), grid_tracker_ptr, handle_action(), vehicle::handle_potential_theft(), handle_weather_effects(), Character::has_active_bionic(), Character::has_destination(), Character::has_distant_destination(), Creature::has_effect(), Character::has_trait(), player_activity::id(), Character::in_vehicle, invalidate_main_ui_adaptor(), Character::is_dead_state(), Character::is_deaf(), is_game_over(), Character::is_mounted(), Creature::is_underwater(), load_npcs(), m, MAX_VIEW_DISTANCE, mon_info_update(), monmove(), overmapbuffer::move_hordes(), Creature::moves, moves_since_last_save, new_game, npcs_dirty, int_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_npc_move(), perhaps_add_random_npc(), Character::pos(), game::debug_hour_timer::print_time(), timed_event_manager::process(), process_activity(), mission::process_all(), map::process_falling(), map::process_fields(), map::process_items(), overmapbuffer::process_mongroups(), sounds::process_sound_markers(), sounds::process_sounds(), Character::process_turn(), process_voluntary_act_interrupt(), queue_screenshot, QUIT_WATCH, ui_manager::redraw(), refresh_display(), sfx::remove_hearing_loss(), reset_light_level(), sounds::reset_markers(), rl_dist(), scent, player::scent, scent_map::set(), overmapbuffer::set_scent(), map::spawn_monsters(), take_screenshot(), timed_events, calendar::turn, u, scent_map::update(), Character::update_body(), character_funcs::update_body_wetness(), Character::update_bodytemp(), update_stair_monsters(), uquit, map::veh_at(), veh_pointer_or_null(), map::vehmove(), player::volume, wait_popup, point::x, and point::y.

◆ draw()

void game::draw ( )

Definition at line 3084 of file game.cpp.

3085{
3086 if( test_mode ) {
3087 return;
3088 }
3089
3090 //temporary fix for updating visibility for minimap
3091 ter_view_p.z = ( u.pos() + u.view_offset ).z;
3094
3095 werase( w_terrain );
3096 draw_ter();
3097 for( auto it = draw_callbacks.begin(); it != draw_callbacks.end(); ) {
3098 shared_ptr_fast<draw_callback_t> cb = it->lock();
3099 if( cb ) {
3100 ( *cb )();
3101 ++it;
3102 } else {
3103 it = draw_callbacks.erase( it );
3104 }
3105 }
3107
3108 draw_panels( true );
3109}
bool test_mode
Set to true when running in test mode (e.g.
tripoint ter_view_p
Definition: game.h:985
void draw_panels(bool force_draw=false)
Definition: game.cpp:3111
void draw_ter(bool draw_sounds=true)
Definition: game.cpp:3225
void update_visibility_cache(int zlev)
Definition: map.cpp:5728
int z
Definition: point.h:138

References map::build_map_cache(), draw_callbacks, draw_panels(), draw_ter(), m, Character::pos(), ter_view_p, test_mode, u, map::update_visibility_cache(), player::view_offset, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), and tripoint::z.

◆ draw_below_override()

void game::draw_below_override ( const tripoint p,
bool  draw 
)

Definition at line 1023 of file animation.cpp.

1024{
1025}

◆ draw_bullet()

void game::draw_bullet ( const tripoint t,
int  i,
const std::vector< tripoint > &  trajectory,
char  bullet 
)

Definition at line 578 of file animation.cpp.

580{
581 draw_bullet_curses( m, t, bullet, &trajectory[i] );
582}
void draw_bullet_curses(map &m, const tripoint &t, const char bullet, const tripoint *const p)
Definition: animation.cpp:460
std::vector< tripoint > trajectory
Definition: ranged.h:37

References anonymous_namespace{animation.cpp}::draw_bullet_curses(), and m.

◆ draw_critter()

void game::draw_critter ( const Creature critter,
const tripoint center 
)

Definition at line 3207 of file game.cpp.

3208{
3209 draw_critter_internal( w_terrain, critter, center, false, m, u );
3210}
static void draw_critter_internal(const catacurses::window &w, const Creature &critter, const tripoint &center, bool inverted, const map &m, const avatar &u)
Definition: game.cpp:3174

References center, draw_critter_internal(), m, u, and w_terrain.

Referenced by draw_ter().

◆ draw_critter_highlighted()

void game::draw_critter_highlighted ( const Creature critter,
const tripoint center 
)

Definition at line 3212 of file game.cpp.

3213{
3214 draw_critter_internal( w_terrain, critter, center, true, m, u );
3215}

References center, draw_critter_internal(), m, u, and w_terrain.

◆ draw_cursor()

void game::draw_cursor ( const tripoint p)

Definition at line 784 of file animation.cpp.

785{
786 const tripoint rp = relative_view_pos( *this, p );
787 mvwputch_inv( w_terrain, rp.xy(), c_light_green, 'X' );
788}
#define c_light_green
Definition: color.h:28
tripoint relative_view_pos(const game &g, const tripoint &p) noexcept
Definition: animation.cpp:128
void mvwputch_inv(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:491

References c_light_green, mvwputch_inv(), anonymous_namespace{animation.cpp}::relative_view_pos(), w_terrain, and tripoint::xy().

Referenced by draw_look_around_cursor().

◆ draw_field_override()

void game::draw_field_override ( const tripoint p,
const field_type_id id 
)

Definition at line 979 of file animation.cpp.

980{
981}

◆ draw_furniture_override()

void game::draw_furniture_override ( const tripoint p,
const furn_id id 
)

Definition at line 940 of file animation.cpp.

941{
942}

◆ draw_graffiti_override()

void game::draw_graffiti_override ( const tripoint p,
bool  has 
)

Definition at line 953 of file animation.cpp.

954{
955}

◆ draw_highlight()

void game::draw_highlight ( const tripoint p)

Definition at line 797 of file animation.cpp.

798{
799 // Do nothing
800}

◆ draw_hit_mon()

void game::draw_hit_mon ( const tripoint p,
const monster m,
bool  dead = false 
)

Definition at line 641 of file animation.cpp.

642{
643 draw_hit_mon_curses( p, m, u, dead );
644}
void draw_hit_mon_curses(const tripoint &center, const monster &m, const player &u, const bool dead)
Definition: animation.cpp:612

References dead, anonymous_namespace{animation.cpp}::draw_hit_mon_curses(), m, and u.

◆ draw_hit_player()

void game::draw_hit_player ( const Character p,
int  dam 
)

Definition at line 686 of file animation.cpp.

687{
688 draw_hit_player_curses( *this, p, dam );
689}
void draw_hit_player_curses(const game &g, const Character &p, const int dam)
Definition: animation.cpp:649

References anonymous_namespace{animation.cpp}::draw_hit_player_curses().

◆ draw_item_override()

void game::draw_item_override ( const tripoint p,
const itype_id id,
const mtype_id mid,
bool  hilite 
)

Definition at line 993 of file animation.cpp.

995{
996}

◆ draw_line() [1/2]

void game::draw_line ( const tripoint p,
const std::vector< tripoint > &  points 
)

Definition at line 770 of file animation.cpp.

771{
772 draw_line_curses( *this, points );
773}
void draw_line_curses(game &g, const std::vector< tripoint > &points)
Definition: animation.cpp:750

References anonymous_namespace{animation.cpp}::draw_line_curses().

◆ draw_line() [2/2]

void game::draw_line ( const tripoint p,
const tripoint center_point,
const std::vector< tripoint > &  points,
bool  noreveal = false 
)

Definition at line 737 of file animation.cpp.

739{
740 if( !u.sees( p ) ) {
741 return;
742 }
743
744 draw_line_curses( *this, center, points, noreveal );
745}

References center, anonymous_namespace{animation.cpp}::draw_line_curses(), Character::sees(), and u.

Referenced by draw_ter().

◆ draw_look_around_cursor()

void game::draw_look_around_cursor ( const tripoint lp,
const visibility_variables cache 
)

Definition at line 5690 of file game.cpp.

5691{
5692 if( !liveview.is_enabled() ) {
5693#if defined( TILES )
5694 if( is_draw_tiles_mode() ) {
5695 draw_cursor( lp );
5696 return;
5697 }
5698#endif
5699 const tripoint view_center = u.pos() + u.view_offset;
5700 visibility_type visibility = VIS_HIDDEN;
5701 const bool inbounds = m.inbounds( lp );
5702 if( inbounds ) {
5703 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5704 }
5705 if( visibility == VIS_CLEAR ) {
5706 const Creature *const creature = critter_at( lp, true );
5707 if( creature != nullptr && u.sees( *creature ) ) {
5708 creature->draw( w_terrain, view_center, true );
5709 } else {
5710 m.drawsq( w_terrain, lp, drawsq_params().highlight( true ).center( view_center ) );
5711 }
5712 } else {
5713 std::string visibility_indicator;
5714 nc_color visibility_indicator_color = c_white;
5715 switch( visibility ) {
5716 case VIS_CLEAR:
5717 // Already handled by the outer if statement
5718 break;
5719 case VIS_BOOMER:
5720 case VIS_BOOMER_DARK:
5721 visibility_indicator = '#';
5722 visibility_indicator_color = c_pink;
5723 break;
5724 case VIS_DARK:
5725 visibility_indicator = '#';
5726 visibility_indicator_color = c_dark_gray;
5727 break;
5728 case VIS_LIT:
5729 visibility_indicator = '#';
5730 visibility_indicator_color = c_light_gray;
5731 break;
5732 case VIS_HIDDEN:
5733 visibility_indicator = 'x';
5734 visibility_indicator_color = c_white;
5735 break;
5736 }
5737
5738 const tripoint screen_pos = point( POSX, POSY ) + lp - view_center;
5739 mvwputch( w_terrain, screen_pos.xy(), visibility_indicator_color, visibility_indicator );
5740 }
5741 }
5742}
void draw_cursor(const tripoint &p)
Definition: animation.cpp:784
T * critter_at(const tripoint &p, bool allow_hallucination=false)
Returns the Creature at the given location.
Definition: game.cpp:4527
bool is_enabled()
Definition: live_view.cpp:75
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7895
visibility_type get_visibility(lit_level ll, const visibility_variables &cache) const
Definition: map.cpp:5782
lit_level apparent_light_at(const tripoint &p, const visibility_variables &cache) const
Determine the visible light level for a tile, based on light_at for the tile, vision distance,...
Definition: lightmap.cpp:764
void drawsq(const catacurses::window &w, const tripoint &p, const drawsq_params &params) const
Draw the map tile at the given coordinate.
Definition: map.cpp:5960
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
visibility_type
Definition: enums.h:57
@ VIS_CLEAR
Definition: enums.h:59
@ VIS_BOOMER
Definition: enums.h:61
@ VIS_DARK
Definition: enums.h:62
@ VIS_BOOMER_DARK
Definition: enums.h:63
@ VIS_HIDDEN
Definition: enums.h:58
@ VIS_LIT
Definition: enums.h:60
bool is_draw_tiles_mode()
Check whether we're in tile drawing mode.
Definition: output.cpp:2075
Draw parameters used by map::drawsq() and similar methods.
Definition: map.h:180

References map::apparent_light_at(), c_dark_gray, c_light_gray, c_pink, c_white, center, creature, critter_at(), draw_cursor(), map::drawsq(), map::get_visibility(), map::inbounds(), is_draw_tiles_mode(), live_view::is_enabled(), liveview, m, mvwputch(), Character::pos(), POSX, POSY, Character::sees(), u, player::view_offset, VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, w_terrain, and tripoint::xy().

Referenced by look_around().

◆ draw_minimap()

void game::draw_minimap ( )
private

Definition at line 3285 of file game.cpp.

3286{
3287
3288 // Draw the box
3289 werase( w_minimap );
3291
3292 const tripoint_abs_omt curs = u.global_omt_location();
3293 const point_abs_omt curs2( curs.xy() );
3295 bool drew_mission = targ == overmap::invalid_tripoint;
3296
3297 for( int i = -2; i <= 2; i++ ) {
3298 for( int j = -2; j <= 2; j++ ) {
3299 const point_abs_omt om( curs2 + point( i, j ) );
3300 nc_color ter_color;
3301 tripoint_abs_omt omp( om, get_levz() );
3302 std::string ter_sym;
3303 const bool seen = overmap_buffer.seen( omp );
3304 const bool vehicle_here = overmap_buffer.has_vehicle( omp );
3305 if( overmap_buffer.has_note( omp ) ) {
3306
3307 const std::string &note_text = overmap_buffer.note( omp );
3308
3309 ter_color = c_yellow;
3310 ter_sym = "N";
3311
3312 int symbolIndex = note_text.find( ':' );
3313 int colorIndex = note_text.find( ';' );
3314
3315 bool symbolFirst = symbolIndex < colorIndex;
3316
3317 if( colorIndex > -1 && symbolIndex > -1 ) {
3318 if( symbolFirst ) {
3319 if( colorIndex > 4 ) {
3320 colorIndex = -1;
3321 }
3322 if( symbolIndex > 1 ) {
3323 symbolIndex = -1;
3324 colorIndex = -1;
3325 }
3326 } else {
3327 if( symbolIndex > 4 ) {
3328 symbolIndex = -1;
3329 }
3330 if( colorIndex > 2 ) {
3331 colorIndex = -1;
3332 }
3333 }
3334 } else if( colorIndex > 2 ) {
3335 colorIndex = -1;
3336 } else if( symbolIndex > 1 ) {
3337 symbolIndex = -1;
3338 }
3339
3340 if( symbolIndex > -1 ) {
3341 int symbolStart = 0;
3342 if( colorIndex > -1 && !symbolFirst ) {
3343 symbolStart = colorIndex + 1;
3344 }
3345 ter_sym = note_text.substr( symbolStart, symbolIndex - symbolStart ).c_str()[0];
3346 }
3347
3348 if( colorIndex > -1 ) {
3349
3350 int colorStart = 0;
3351
3352 if( symbolIndex > -1 && symbolFirst ) {
3353 colorStart = symbolIndex + 1;
3354 }
3355
3356 std::string sym = note_text.substr( colorStart, colorIndex - colorStart );
3357
3358 if( sym.length() == 2 ) {
3359 if( sym == "br" ) {
3360 ter_color = c_brown;
3361 } else if( sym == "lg" ) {
3362 ter_color = c_light_gray;
3363 } else if( sym == "dg" ) {
3364 ter_color = c_dark_gray;
3365 }
3366 } else {
3367 char colorID = sym.c_str()[0];
3368 if( colorID == 'r' ) {
3369 ter_color = c_light_red;
3370 } else if( colorID == 'R' ) {
3371 ter_color = c_red;
3372 } else if( colorID == 'g' ) {
3373 ter_color = c_light_green;
3374 } else if( colorID == 'G' ) {
3375 ter_color = c_green;
3376 } else if( colorID == 'b' ) {
3377 ter_color = c_light_blue;
3378 } else if( colorID == 'B' ) {
3379 ter_color = c_blue;
3380 } else if( colorID == 'W' ) {
3381 ter_color = c_white;
3382 } else if( colorID == 'C' ) {
3383 ter_color = c_cyan;
3384 } else if( colorID == 'c' ) {
3385 ter_color = c_light_cyan;
3386 } else if( colorID == 'P' ) {
3387 ter_color = c_pink;
3388 } else if( colorID == 'm' ) {
3389 ter_color = c_magenta;
3390 }
3391 }
3392 }
3393 } else if( !seen ) {
3394 ter_sym = " ";
3395 ter_color = c_black;
3396 } else if( vehicle_here ) {
3397 ter_color = c_cyan;
3398 ter_sym = "c";
3399 } else {
3400 const oter_id &cur_ter = overmap_buffer.ter( omp );
3401 ter_sym = cur_ter->get_symbol();
3402 if( overmap_buffer.is_explored( omp ) ) {
3403 ter_color = c_dark_gray;
3404 } else {
3405 ter_color = cur_ter->get_color();
3406 }
3407 }
3408 if( !drew_mission && targ.xy() == omp.xy() ) {
3409 // If there is a mission target, and it's not on the same
3410 // overmap terrain as the player character, mark it.
3411 // TODO: Inform player if the mission is above or below
3412 drew_mission = true;
3413 if( i != 0 || j != 0 ) {
3414 ter_color = red_background( ter_color );
3415 }
3416 }
3417 if( i == 0 && j == 0 ) {
3418 mvwputch_hi( w_minimap, point( 3, 3 ), ter_color, ter_sym );
3419 } else {
3420 mvwputch( w_minimap, point( 3 + i, 3 + j ), ter_color, ter_sym );
3421 }
3422 }
3423 }
3424
3425 // Print arrow to mission if we have one!
3426 if( !drew_mission ) {
3427 double slope = curs2.x() != targ.x() ?
3428 static_cast<double>( targ.y() - curs2.y() ) / ( targ.x() - curs2.x() ) : 4;
3429
3430 if( curs2.x() == targ.x() || std::fabs( slope ) > 3.5 ) { // Vertical slope
3431 if( targ.y() > curs2.y() ) {
3432 mvwputch( w_minimap, point( 3, 6 ), c_red, "*" );
3433 } else {
3434 mvwputch( w_minimap, point( 3, 0 ), c_red, "*" );
3435 }
3436 } else {
3437 int arrowx = -1;
3438 int arrowy = -1;
3439 if( std::fabs( slope ) >= 1. ) { // y diff is bigger!
3440 arrowy = targ.y() > curs2.y() ? 6 : 0;
3441 arrowx =
3442 static_cast<int>( 3 + 3 * ( targ.y() > curs2.y() ? slope : ( 0 - slope ) ) );
3443 if( arrowx < 0 ) {
3444 arrowx = 0;
3445 }
3446 if( arrowx > 6 ) {
3447 arrowx = 6;
3448 }
3449 } else {
3450 arrowx = targ.x() > curs2.x() ? 6 : 0;
3451 arrowy = static_cast<int>( 3 + 3 * ( targ.x() > curs2.x() ? slope : -slope ) );
3452 if( arrowy < 0 ) {
3453 arrowy = 0;
3454 }
3455 if( arrowy > 6 ) {
3456 arrowy = 6;
3457 }
3458 }
3459 char glyph = '*';
3460 if( targ.z() > u.posz() ) {
3461 glyph = '^';
3462 } else if( targ.z() < u.posz() ) {
3463 glyph = 'v';
3464 }
3465
3466 mvwputch( w_minimap, point( arrowx, arrowy ), c_red, glyph );
3467 }
3468 }
3469
3470 const int sight_points = g->u.overmap_sight_range( g->light_level( g->u.posz() ) );
3471 for( int i = -3; i <= 3; i++ ) {
3472 for( int j = -3; j <= 3; j++ ) {
3473 if( i > -3 && i < 3 && j > -3 && j < 3 ) {
3474 continue; // only do hordes on the border, skip inner map
3475 }
3476 const tripoint_abs_omt omp( curs2 + point( i, j ), get_levz() );
3478 if( overmap_buffer.seen( omp )
3479 && g->u.overmap_los( omp, sight_points ) ) {
3480 mvwputch( w_minimap, point( i + 3, j + 3 ), c_green,
3481 overmap_buffer.get_horde_size( omp ) > HORDE_VISIBILITY_SIZE * 2 ? 'Z' : 'z' );
3482 }
3483 }
3484 }
3485 }
3486
3488}
tripoint_abs_omt get_active_mission_target() const
Returns the target of the active mission or overmap::invalid_tripoint if there is no active mission.
Definition: avatar.cpp:206
constexpr auto & x()
Definition: coordinates.h:118
constexpr auto & z()
Definition: coordinates.h:133
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
static constexpr tripoint_abs_omt invalid_tripoint
Dummy value, used to indicate that a point returned by a function is invalid.
Definition: overmap.h:260
bool seen(const tripoint_abs_omt &p)
const std::string & note(const tripoint_abs_omt &p)
int get_horde_size(const tripoint_abs_omt &p)
bool is_explored(const tripoint_abs_omt &p)
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool has_note(const tripoint_abs_omt &p)
Uses global overmap terrain coordinates.
bool has_vehicle(const tripoint_abs_omt &p)
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
#define c_blue
Definition: color.h:23
#define c_black
Definition: color.h:17
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_light_cyan
Definition: color.h:30
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static constexpr int HORDE_VISIBILITY_SIZE
constexpr scale om
Definition: coordinates.h:34
void mvwputch_hi(const catacurses::window &w, point p, nc_color FG, int ch)
Definition: output.cpp:508
std::string get_symbol(const bool from_land_use_code=false) const
Definition: omdata.h:209
nc_color get_color(const bool from_land_use_code=false) const
Definition: omdata.h:217

References c_black, c_blue, c_brown, c_cyan, c_dark_gray, c_green, c_light_blue, c_light_cyan, c_light_gray, c_light_green, c_light_red, c_magenta, c_pink, c_red, c_white, c_yellow, draw_border(), units::fabs(), g, avatar::get_active_mission_target(), oter_t::get_color(), overmapbuffer::get_horde_size(), get_levz(), oter_t::get_symbol(), Character::global_omt_location(), overmapbuffer::has_note(), overmapbuffer::has_vehicle(), HORDE_VISIBILITY_SIZE, overmap::invalid_tripoint, overmapbuffer::is_explored(), mvwputch(), mvwputch_hi(), overmapbuffer::note(), coords::om, overmap_buffer, Character::posz(), red_background(), overmapbuffer::seen(), overmapbuffer::ter(), u, w_minimap, catacurses::werase(), catacurses::wnoutrefresh(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), and coords::coord_point< Point, Origin, Scale >::z().

◆ draw_monster_override()

void game::draw_monster_override ( const tripoint p,
const mtype_id id,
int  count,
bool  more,
Creature::Attitude  att 
)

Definition at line 1037 of file animation.cpp.

1039{
1040}

◆ draw_panels()

void game::draw_panels ( bool  force_draw = false)

Definition at line 3111 of file game.cpp.

3112{
3113 static int previous_turn = -1;
3114 const int current_turn = to_turns<int>( calendar::turn - calendar::turn_zero );
3115 const bool draw_this_turn = current_turn > previous_turn || force_draw;
3116 auto &mgr = panel_manager::get_manager();
3117 int y = 0;
3118 const bool sidebar_right = get_option<std::string>( "SIDEBAR_POSITION" ) == "right";
3119 int spacer = get_option<bool>( "SIDEBAR_SPACERS" ) ? 1 : 0;
3120 int log_height = 0;
3121 for( const window_panel &panel : mgr.get_current_layout() ) {
3122 if( panel.get_height() != -2 && panel.toggle && panel.render() ) {
3123 log_height += panel.get_height() + spacer;
3124 }
3125 }
3126 log_height = std::max( TERMY - log_height, 3 );
3127 for( const window_panel &panel : mgr.get_current_layout() ) {
3128 if( panel.render() ) {
3129 // height clamped to window height.
3130 int h = std::min( panel.get_height(), TERMY - y );
3131 if( h == -2 ) {
3132 h = log_height;
3133 }
3134 h += spacer;
3135 if( panel.toggle && panel.render() && h > 0 ) {
3136 if( panel.always_draw || draw_this_turn ) {
3137 panel.draw( u, catacurses::newwin( h, panel.get_width(),
3138 point( sidebar_right ? TERMX - panel.get_width() : 0, y ) ) );
3139 }
3140 if( show_panel_adm ) {
3141 const std::string panel_name = _( panel.get_name() );
3142 const int panel_name_width = utf8_width( panel_name );
3143 auto label = catacurses::newwin( 1, panel_name_width, point( sidebar_right ?
3144 TERMX - panel.get_width() - panel_name_width - 1 : panel.get_width() + 1, y ) );
3145 werase( label );
3146 mvwprintz( label, point_zero, c_light_red, panel_name );
3148 label = catacurses::newwin( h, 1,
3149 point( sidebar_right ? TERMX - panel.get_width() - 1 : panel.get_width(), y ) );
3150 werase( label );
3151 if( h == 1 ) {
3153 } else {
3155 for( int i = 1; i < h - 1; i++ ) {
3157 }
3158 mvwputch( label, point( 0, h - 1 ), c_light_red, sidebar_right ? LINE_XXOO : LINE_XOOX );
3159 }
3161 }
3162 y += h;
3163 }
3164 }
3165 }
3166 previous_turn = current_turn;
3167}
bool show_panel_adm
Definition: game.h:1013
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26
#define LINE_XOXO
Definition: output.h:39
#define LINE_OXOX
Definition: output.h:40
#define LINE_OXXX
Definition: output.h:48
#define LINE_XOOX
Definition: output.h:44
#define LINE_XXOO
Definition: output.h:41
Struct used for storing labels (easier to json opposed to a std::map<point, std::string>)
Definition: vehicle.h:579

References _, c_light_red, panel_manager::get_manager(), LINE_OXOX, LINE_OXXX, LINE_XOOX, LINE_XOXO, LINE_XXOO, mvwprintz(), mvwputch(), catacurses::newwin(), point_zero, show_panel_adm, TERMX, TERMY, calendar::turn, calendar::turn_zero, u, utf8_width(), catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by draw().

◆ draw_pixel_minimap()

void game::draw_pixel_minimap ( const catacurses::window w)

Definition at line 3169 of file game.cpp.

3170{
3171 w_pixel_minimap = w;
3172}

References w_pixel_minimap.

◆ draw_radiation_override()

void game::draw_radiation_override ( const tripoint p,
int  rad 
)

Definition at line 914 of file animation.cpp.

915{
916}

◆ draw_sct()

void game::draw_sct ( )

Definition at line 865 of file animation.cpp.

866{
867 draw_sct_curses( *this );
868}
void draw_sct_curses(const game &g)
Definition: animation.cpp:832

References anonymous_namespace{animation.cpp}::draw_sct_curses().

Referenced by get_player_input().

◆ draw_ter() [1/2]

void game::draw_ter ( bool  draw_sounds = true)

Definition at line 3225 of file game.cpp.

3226{
3228 draw_sounds );
3229}
bool is_looking
Definition: game.h:224

References draw_ter(), is_looking, Character::pos(), u, and player::view_offset.

Referenced by draw(), and draw_ter().

◆ draw_ter() [2/2]

void game::draw_ter ( const tripoint center,
bool  looking = false,
bool  draw_sounds = true 
)

Definition at line 3231 of file game.cpp.

3232{
3234
3235 m.draw( w_terrain, center );
3236
3237 if( draw_sounds ) {
3239 }
3240
3241 for( Creature &critter : all_creatures() ) {
3242 draw_critter( critter, center );
3243 }
3244
3245 if( !destination_preview.empty() && u.view_offset.z == 0 ) {
3246 // Draw auto-move preview trail
3247 const tripoint &final_destination = destination_preview.back();
3248 tripoint line_center = u.pos() + u.view_offset;
3249 draw_line( final_destination, line_center, destination_preview, true );
3250 mvwputch( w_terrain, final_destination.xy() - u.view_offset.xy() + point( POSX - u.posx(),
3251 POSY - u.posy() ), c_white, 'X' );
3252 }
3253
3254 if( u.controlling_vehicle && !looking ) {
3255 draw_veh_dir_indicator( false );
3256 draw_veh_dir_indicator( true );
3257 }
3258 // Place the cursor over the player as is expected by screen readers.
3259 wmove( w_terrain, -center.xy() + g->u.pos().xy() + point( POSX, POSY ) );
3260}
int posx() const override
Definition: character.h:797
int posy() const override
Definition: character.h:800
void draw_critter(const Creature &critter, const tripoint &center)
Definition: game.cpp:3207
Creature_range all_creatures()
Returns an anonymous range that contains all creatures.
Definition: game.cpp:12011
std::vector< tripoint > destination_preview
Definition: game.h:1065
void draw_veh_dir_indicator(bool next)
Definition: game.cpp:3277
void draw_line(const tripoint &p, const tripoint &center_point, const std::vector< tripoint > &points, bool noreveal=false)
Definition: animation.cpp:737
void draw(const catacurses::window &w, const tripoint &center)
Draw a visible part of the map into w.
Definition: map.cpp:5832
static void draw_footsteps(const catacurses::window &window, const tripoint &offset)
Definition: game.cpp:2897
void wmove(const window &win, point p)
Definition: ncurses_def.cpp:98

References all_creatures(), c_white, center, Character::controlling_vehicle, destination_preview, map::draw(), draw_critter(), draw_footsteps(), draw_line(), draw_veh_dir_indicator(), g, m, mvwputch(), Character::pos(), Character::posx(), POSX, Character::posy(), POSY, ter_view_p, u, player::view_offset, w_terrain, catacurses::wmove(), tripoint::xy(), and tripoint::z.

◆ draw_terrain_override()

void game::draw_terrain_override ( const tripoint p,
const ter_id id 
)

Definition at line 927 of file animation.cpp.

928{
929}

◆ draw_trail_to_square()

void game::draw_trail_to_square ( const tripoint t,
bool  bDrawX 
)

Definition at line 7006 of file game.cpp.

7007{
7008 ::draw_trail( u.pos(), u.pos() + t, bDrawX );
7009}
static void draw_trail(const tripoint &start, const tripoint &end, bool bDrawX)
Definition: game.cpp:6976

References draw_trail(), Character::pos(), and u.

◆ draw_trap_override()

void game::draw_trap_override ( const tripoint p,
const trap_id id 
)

Definition at line 966 of file animation.cpp.

967{
968}

◆ draw_veh_dir_indicator()

void game::draw_veh_dir_indicator ( bool  next)

Definition at line 3277 of file game.cpp.

3278{
3279 if( const std::optional<tripoint> indicator_offset = get_veh_dir_indicator_location( next ) ) {
3280 auto col = next ? c_white : c_dark_gray;
3281 mvwputch( w_terrain, indicator_offset->xy() - u.view_offset.xy() + point( POSX, POSY ), col, 'X' );
3282 }
3283}
std::optional< tripoint > get_veh_dir_indicator_location(bool next) const
Returns the location where the indicator should go relative to the reality bubble,...
Definition: game.cpp:3262

References c_dark_gray, c_white, get_veh_dir_indicator_location(), mvwputch(), POSX, POSY, u, player::view_offset, w_terrain, and tripoint::xy().

Referenced by draw_ter().

◆ draw_vpart_override()

void game::draw_vpart_override ( const tripoint p,
const vpart_id id,
int  part_mod,
units::angle  veh_dir,
bool  hilite,
point  mount 
)

Definition at line 1009 of file animation.cpp.

1011{
1012}

◆ draw_weather()

void game::draw_weather ( const weather_printable wPrint)

Definition at line 824 of file animation.cpp.

825{
827}
void draw_weather_curses(const catacurses::window &win, const weather_printable &w)
Definition: animation.cpp:805

References anonymous_namespace{animation.cpp}::draw_weather_curses(), and w_terrain.

Referenced by get_player_input().

◆ draw_zones()

void game::draw_zones ( const tripoint start,
const tripoint end,
const tripoint offset 
)

Definition at line 900 of file animation.cpp.

901{
902 draw_zones_curses( w_terrain, start, end, offset );
903}
void draw_zones_curses(const catacurses::window &w, const tripoint &start, const tripoint &end, const tripoint &offset)
Definition: animation.cpp:873

References anonymous_namespace{animation.cpp}::draw_zones_curses(), and w_terrain.

◆ drop()

void game::drop ( )
private

Definition at line 8054 of file game.cpp.

8055{
8057}
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2450
drop_locations multidrop(player &p)
Select items to drop.

References Character::drop(), game_menus::inv::multidrop(), Character::pos(), and u.

Referenced by handle_action().

◆ drop_in_direction()

void game::drop_in_direction ( )
private

Definition at line 8059 of file game.cpp.

8060{
8061 if( const std::optional<tripoint> pnt = choose_adjacent( _( "Drop where?" ) ) ) {
8062 u.drop( game_menus::inv::multidrop( u ), *pnt );
8063 }
8064}

References _, choose_adjacent(), Character::drop(), game_menus::inv::multidrop(), and u.

Referenced by handle_action().

◆ dump_stats()

bool game::dump_stats ( const std::string &  what,
dump_mode  mode,
const std::vector< std::string > &  opts 
)

write statistics to stdout and

Returns
true if successful

Definition at line 39 of file dump.cpp.

41{
42 try {
44 } catch( const std::exception &err ) {
45 std::cerr << "Error loading data from json: " << err.what() << std::endl;
46 return false;
47 }
48
49 std::vector<std::string> header;
50 std::vector<std::vector<std::string>> rows;
51
52 int scol = 0; // sorting column
53
54 std::map<std::string, standard_npc> test_npcs;
55 test_npcs[ "S1" ] = standard_npc( "S1", { 0, 0, 2 }, { "gloves_survivor", "mask_lsurvivor" },
56 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
57 test_npcs[ "S2" ] = standard_npc( "S2", { 0, 0, 3 }, { "gloves_fingerless", "sunglasses" },
58 4, 8, 8, 8, 10 /* PER 10 */ );
59 test_npcs[ "S3" ] = standard_npc( "S3", { 0, 0, 4 }, { "gloves_plate", "helmet_plate" },
60 4, 10, 8, 8, 8 /* STAT 10 */ );
61 test_npcs[ "S4" ] = standard_npc( "S4", { 0, 0, 5 }, {}, 0, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
62 test_npcs[ "S5" ] = standard_npc( "S5", { 0, 0, 6 }, {}, 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
63 test_npcs[ "S6" ] = standard_npc( "S6", { 0, 0, 7 }, { "gloves_hsurvivor", "mask_hsurvivor" },
64 4, 8, 10, 8, 10 /* DEX 10, PER 10 */ );
65
66 std::map<std::string, item> test_items;
67 test_items[ "G1" ] = item( "glock_19" ).ammo_set( itype_id( "9mm" ) );
68 test_items[ "G2" ] = item( "hk_mp5" ).ammo_set( itype_id( "9mm" ) );
69 test_items[ "G3" ] = item( "ar15" ).ammo_set( itype_id( "223" ) );
70 test_items[ "G4" ] = item( "remington_700" ).ammo_set( itype_id( "270" ) );
71 test_items[ "G4" ].put_in( item( "rifle_scope" ) );
72
73 if( what == "AMMO" ) {
74 header = {
75 "Name", "Ammo", "Volume", "Weight", "Stack",
76 "Range", "Dispersion", "Recoil", "Damage", "Pierce", "Damage multiplier"
77 };
78 auto dump = [&rows]( const item & obj ) {
79 std::vector<std::string> r;
80 r.push_back( obj.tname( 1, false ) );
81 r.push_back( obj.ammo_type().str() );
82 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
83 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
84 r.push_back( std::to_string( obj.type->stack_size ) );
85 r.push_back( std::to_string( obj.type->ammo->range ) );
86 r.push_back( std::to_string( obj.type->ammo->dispersion ) );
87 r.push_back( std::to_string( obj.type->ammo->recoil ) );
88 damage_instance damage = obj.type->ammo->damage;
89 r.push_back( std::to_string( damage.total_damage() ) );
90 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
91 rows.push_back( r );
92 };
93 for( const itype *e : item_controller->all() ) {
94 if( e->ammo ) {
95 dump( item( e, calendar::turn, item::solitary_tag {} ) );
96 }
97 }
98
99 } else if( what == "ARMOR" ) {
100 header = {
101 "Name", "Encumber (fit)", "Warmth", "Weight", "Storage", "Coverage", "Bash", "Cut", "Bullet", "Acid", "Fire"
102 };
103 auto dump = [&rows]( const item & obj ) {
104 std::vector<std::string> r;
105 r.push_back( obj.tname( 1, false ) );
106 r.push_back( std::to_string( obj.get_encumber( g->u ) ) );
107 r.push_back( std::to_string( obj.get_warmth() ) );
108 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
109 r.push_back( std::to_string( obj.get_storage() / units::legacy_volume_factor ) );
110 r.push_back( std::to_string( obj.get_coverage() ) );
111 r.push_back( std::to_string( obj.bash_resist() ) );
112 r.push_back( std::to_string( obj.cut_resist() ) );
113 r.push_back( std::to_string( obj.bullet_resist() ) );
114 r.push_back( std::to_string( obj.acid_resist() ) );
115 r.push_back( std::to_string( obj.fire_resist() ) );
116 rows.push_back( r );
117 };
118
119 body_part bp = opts.empty() ? num_bp : get_body_part_token( opts.front() );
120
121 for( const itype *e : item_controller->all() ) {
122 if( e->armor ) {
123 item obj( e );
124 if( bp == num_bp || obj.covers( bp ) ) {
125 if( obj.has_flag( flag_VARSIZE ) ) {
126 obj.set_flag( "FIT" );
127 }
128 dump( obj );
129 }
130 }
131 }
132
133 } else if( what == "EDIBLE" ) {
134 header = {
135 "Name", "Volume", "Weight", "Stack", "Calories", "Quench", "Healthy"
136 };
137 for( const auto &v : vitamin::all() ) {
138 header.push_back( v.second.name() );
139 }
140 auto dump = [&rows]( const item & obj ) {
141 std::vector<std::string> r;
142 r.push_back( obj.tname( 1, false ) );
143 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
144 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
145 r.push_back( std::to_string( obj.type->stack_size ) );
146 r.push_back( std::to_string( obj.get_comestible()->default_nutrition.kcal ) );
147 r.push_back( std::to_string( obj.get_comestible()->quench ) );
148 r.push_back( std::to_string( obj.get_comestible()->healthy ) );
149 auto vits = obj.get_comestible()->default_nutrition.vitamins;
150 for( const auto &v : vitamin::all() ) {
151 r.push_back( std::to_string( vits[ v.first ] ) );
152 }
153 rows.push_back( r );
154 };
155
156 for( const itype *e : item_controller->all() ) {
158
159 if( food.is_food() && g->u.can_eat( food ).success() ) {
160 dump( food );
161 }
162 }
163
164 } else if( what == "GUN" ) {
165 header = {
166 "Name", "Ammo", "Volume", "Weight", "Capacity",
167 "Range", "Dispersion", "Effective recoil", "Damage", "Pierce",
168 "Aim time", "Effective range", "Snapshot range", "Max range"
169 };
170
171 std::set<std::string> locations;
172 for( const itype *e : item_controller->all() ) {
173 if( e->gun ) {
174 std::transform( e->gun->valid_mod_locations.begin(),
175 e->gun->valid_mod_locations.end(),
176 std::inserter( locations, locations.begin() ),
177 []( const std::pair<gunmod_location, int> &q ) {
178 return q.first.name();
179 } );
180 }
181 }
182 for( const auto &e : locations ) {
183 header.push_back( e );
184 }
185
186 auto dump = [&rows, &locations]( const standard_npc & who, const item & obj ) {
187 std::vector<std::string> r;
188 r.push_back( obj.tname( 1, false ) );
189 r.push_back( !obj.ammo_types().empty() ? enumerate_as_string( obj.ammo_types().begin(),
190 obj.ammo_types().end(), []( const ammotype & at ) {
191 return at.str();
193 r.push_back( std::to_string( obj.volume() / units::legacy_volume_factor ) );
194 r.push_back( std::to_string( to_gram( obj.weight() ) ) );
195 r.push_back( std::to_string( obj.ammo_capacity() ) );
196 r.push_back( std::to_string( obj.gun_range() ) );
197 r.push_back( std::to_string( obj.gun_dispersion() ) );
198 r.push_back( std::to_string( obj.gun_recoil() ) );
199 damage_instance damage = obj.gun_damage();
200 r.push_back( std::to_string( damage.total_damage() ) );
201 r.push_back( std::to_string( damage.empty() ? 0 : ( *damage.begin() ).res_pen ) );
202
203 r.push_back( std::to_string( ranged::gun_engagement_moves( who, obj ) ) );
204
205 for( const auto &e : locations ) {
206 const auto &vml = obj.type->gun->valid_mod_locations;
207 const auto iter = vml.find( e );
208 r.push_back( std::to_string( iter != vml.end() ? iter->second : 0 ) );
209 }
210 rows.push_back( r );
211 };
212 for( const itype *e : item_controller->all() ) {
213 if( e->gun ) {
214 item gun( e );
215 if( !gun.magazine_integral() ) {
216 gun.put_in( item( gun.magazine_default() ) );
217 }
218 gun.ammo_set( gun.ammo_default( false ), gun.ammo_capacity() );
219
220 dump( test_npcs[ "S1" ], gun );
221
222 if( gun.type->gun->barrel_length > 0_ml ) {
223 gun.put_in( item( "barrel_small" ) );
224 dump( test_npcs[ "S1" ], gun );
225 }
226 }
227 }
228
229 } else if( what == "RECIPE" ) {
230
231 // optionally filter recipes to include only those using specified skills
232 recipe_subset dict;
233 for( const auto &r : recipe_dict ) {
234 if( opts.empty() || std::any_of( opts.begin(), opts.end(), [&r]( const std::string & s ) {
235 if( r.second.skill_used == skill_id( s ) && r.second.difficulty > 0 ) {
236 return true;
237 }
238 const auto iter = r.second.required_skills.find( skill_id( s ) );
239 return iter != r.second.required_skills.end() && iter->second > 0;
240 } ) ) {
241 dict.include( &r.second );
242 }
243 }
244
245 // only consider skills that are required by at least one recipe
246 std::vector<Skill> sk;
247 std::copy_if( Skill::skills.begin(), Skill::skills.end(),
248 std::back_inserter( sk ), [&dict]( const Skill & s ) {
249 return std::any_of( dict.begin(), dict.end(), [&s]( const recipe * r ) {
250 return r->skill_used == s.ident() ||
251 r->required_skills.find( s.ident() ) != r->required_skills.end();
252 } );
253 } );
254
255 header = { "Result" };
256
257 for( const auto &e : sk ) {
258 header.push_back( e.ident().str() );
259 }
260
261 for( const recipe *e : dict ) {
262 std::vector<std::string> r;
263 r.push_back( e->result_name() );
264 for( const auto &s : sk ) {
265 if( e->skill_used == s.ident() ) {
266 r.push_back( std::to_string( e->difficulty ) );
267 } else {
268 auto iter = e->required_skills.find( s.ident() );
269 r.push_back( std::to_string( iter != e->required_skills.end() ? iter->second : 0 ) );
270 }
271 }
272 rows.push_back( r );
273 }
274
275 } else if( what == "VEHICLE" ) {
276 header = {
277 "Name", "Weight (empty)", "Weight (fueled)",
278 "Max velocity (mph)", "Safe velocity (mph)", "Acceleration (mph/turn)",
279 "Aerodynamics coeff", "Rolling coeff", "Static Drag", "Offroad %"
280 };
281 auto dump = [&rows]( const vproto_id & obj ) {
282 vehicle veh_empty( obj, 0, 0 );
283 vehicle veh_fueled( obj, 100, 0 );
284
285 std::vector<std::string> r;
286 r.push_back( veh_empty.name );
287 r.push_back( std::to_string( to_kilogram( veh_empty.total_mass() ) ) );
288 r.push_back( std::to_string( to_kilogram( veh_fueled.total_mass() ) ) );
289 r.push_back( std::to_string( veh_fueled.max_velocity() / 100 ) );
290 r.push_back( std::to_string( veh_fueled.safe_velocity() / 100 ) );
291 r.push_back( std::to_string( veh_fueled.acceleration() / 100 ) );
292 r.push_back( std::to_string( veh_fueled.coeff_air_drag() ) );
293 r.push_back( std::to_string( veh_fueled.coeff_rolling_drag() ) );
294 r.push_back( std::to_string( veh_fueled.static_drag( false ) ) );
295 r.push_back( std::to_string( static_cast<int>( 50 *
296 veh_fueled.k_traction( veh_fueled.wheel_area() ) ) ) );
297 rows.push_back( r );
298 };
299 for( auto &e : vehicle_prototype::get_all() ) {
300 dump( e );
301 }
302
303 } else if( what == "VPART" ) {
304 header = {
305 "Name", "Location", "Weight", "Size"
306 };
307 auto dump = [&rows]( const vpart_info & obj ) {
308 std::vector<std::string> r;
309 r.push_back( obj.name() );
310 r.push_back( obj.location );
311 int w = std::ceil( to_gram( item( obj.item ).weight() ) / 1000.0 );
312 r.push_back( std::to_string( w ) );
313 r.push_back( std::to_string( obj.size / units::legacy_volume_factor ) );
314 rows.push_back( r );
315 };
316 for( const auto &e : vpart_info::all() ) {
317 dump( e.second );
318 }
319
320 } else {
321 std::cerr << "unknown argument: " << what << std::endl;
322 return false;
323 }
324
325 rows.erase( std::remove_if( rows.begin(), rows.end(), []( const std::vector<std::string> &e ) {
326 return e.empty();
327 } ), rows.end() );
328
329 if( scol >= 0 ) {
330 std::sort( rows.begin(), rows.end(), [&scol]( const std::vector<std::string> &lhs,
331 const std::vector<std::string> &rhs ) {
332 return localized_compare( lhs[ scol ], rhs[ scol ] );
333 } );
334 }
335
336 rows.erase( std::unique( rows.begin(), rows.end() ), rows.end() );
337
338 switch( mode ) {
339 case dump_mode::TSV:
340 rows.insert( rows.begin(), header );
341 for( const auto &r : rows ) {
342 // NOLINTNEXTLINE(cata-text-style): using tab to align the output
343 std::copy( r.begin(), r.end() - 1, std::ostream_iterator<std::string>( std::cout, "\t" ) );
344 std::cout << r.back() << "\n";
345 }
346 break;
347
348 case dump_mode::HTML:
349 std::cout << "<table>";
350
351 std::cout << "<thead>";
352 std::cout << "<tr>";
353 for( const auto &col : header ) {
354 std::cout << "<th>" << col << "</th>";
355 }
356 std::cout << "</tr>";
357 std::cout << "</thead>";
358
359 std::cout << "<tdata>";
360 for( const auto &r : rows ) {
361 std::cout << "<tr>";
362 for( const auto &col : r ) {
363 std::cout << "<td>" << col << "</td>";
364 }
365 std::cout << "</tr>";
366 }
367 std::cout << "</tdata>";
368
369 std::cout << "</table>";
370 break;
371 }
372
373 return true;
374}
body_part get_body_part_token(const std::string &id)
Returns the matching body_part token from the corresponding body_part string.
Definition: bodypart.cpp:180
body_part
Definition: bodypart.h:40
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
Definition: skill.h:33
static std::vector< Skill > skills
Definition: skill.h:49
const skill_id & ident() const
Definition: skill.h:65
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4983
void put_in(const item &payload)
Puts the given item into this one, no checks are performed.
Definition: item.cpp:998
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:593
std::set< constrecipe * >::const_iterator begin() const
std::set< constrecipe * >::const_iterator end() const
void include(const recipe *r, int custom_difficulty=-1)
Include a recipe to the subset.
Definition: recipe.h:35
An NPC with standard stats.
Definition: npc.h:1363
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
static const std::map< vpart_id, vpart_info > & all()
Definition: veh_type.cpp:695
static const std::string flag_VARSIZE("VARSIZE")
std::unique_ptr< Item_factory > item_controller
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1642
void load_core_bn_modfiles()
Load & finalize modlist that consists of single vanilla BN core "mod".
Definition: init.cpp:863
int gun_engagement_moves(const Character &who, const item &gun, int target=0, int start=MAX_RECOIL)
How many moves does it take to aim gun to the target accuracy.
Definition: ranged.cpp:583
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
constexpr value_type to_gram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:68
constexpr value_type to_kilogram(const quantity< value_type, mass_in_milligram_tag > &v)
Definition: units_mass.h:74
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:637
recipe_dictionary recipe_dict
float total_damage() const
Definition: damage.cpp:75
std::vector< damage_unit >::iterator begin()
Definition: damage.cpp:120
bool empty() const
Definition: damage.cpp:88
Default (or randomized) charges except if counted by charges then only one charge.
Definition: item.h:230
Definition: itype.h:804
static std::vector< vproto_id > get_all()
Definition: veh_type.cpp:1157

References vitamin::all(), item::ammo_capacity(), item::ammo_default(), item::ammo_set(), damage_instance::begin(), item::covers(), damage_instance::empty(), enumerate_as_string(), flag_VARSIZE(), g, get_body_part_token(), itype::gun, ranged::gun_engagement_moves(), item::has_flag(), Skill::ident(), recipe_subset::include(), item_controller, itype_id, units::legacy_volume_factor, init::load_core_bn_modfiles(), anonymous_namespace{overmap_location.cpp}::locations, item::magazine_default(), item::magazine_integral(), none, num_bp, item::put_in(), recipe_dict, item::set_flag(), Skill::skills, units::to_gram(), to_string(), damage_instance::total_damage(), iexamine::transform(), calendar::turn, and item::type.

◆ events()

event_bus & game::events ( )

Definition at line 2709 of file game.cpp.

2710{
2711 return *event_bus_ptr;
2712}
pimpl< event_bus > event_bus_ptr
Definition: game.h:952

References event_bus_ptr.

Referenced by cleanup_at_end(), and game().

◆ exam_vehicle()

void game::exam_vehicle ( vehicle veh,
point  cp = point_zero 
)

open vehicle interaction screen

Definition at line 4984 of file game.cpp.

4985{
4986 if( veh.magic ) {
4987 add_msg( m_info, _( "This is your %s" ), veh.name );
4988 return;
4989 }
4990 auto act = veh_interact::run( veh, c );
4991 if( act ) {
4992 u.moves = 0;
4994 }
4995}
static player_activity run(vehicle &veh, point p)
bool magic
Definition: vehicle.h:1891
constexpr double c
Definition: magic.cpp:1032
activity_id act
Definition: sounds.cpp:75

References _, act, add_msg(), Character::assign_activity(), c, m_info, vehicle::magic, Creature::moves, vehicle::name, veh_interact::run(), and u.

◆ examine() [1/2]

void game::examine ( )
private

Definition at line 5375 of file game.cpp.

5376{
5377 // if we are driving a vehicle, examine the
5378 // current tile without asking.
5379 const optional_vpart_position vp = m.veh_at( u.pos() );
5380 if( vp && vp->vehicle().player_in_control( u ) ) {
5381 examine( u.pos() );
5382 return;
5383 }
5384
5385 const std::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Examine where?" ),
5386 _( "There is nothing that can be examined nearby." ),
5387 ACTION_EXAMINE, false );
5388 if( !examp_ ) {
5389 return;
5390 }
5391 u.manual_examine = true;
5392 examine( *examp_ );
5393 u.manual_examine = false;
5394}
std::optional< tripoint > choose_adjacent_highlight(const std::string &message, const std::string &failure_message, const action_id action, bool allow_vertical)
Request player input of adjacent tile with highlighting, possibly on different z-level.
Definition: action.cpp:996
@ ACTION_EXAMINE
Examine or pick up items from adjacent square.
Definition: action.h:101
void examine()
Definition: game.cpp:5375
bool manual_examine
Definition: player.h:249

References _, ACTION_EXAMINE, choose_adjacent_highlight(), examine(), m, player::manual_examine, Character::pos(), u, and map::veh_at().

Referenced by examine(), and handle_action().

◆ examine() [2/2]

void game::examine ( const tripoint p)
private

Definition at line 5463 of file game.cpp.

5464{
5465 if( disable_robot( examp ) ) {
5466 return;
5467 }
5468
5469 Creature *c = critter_at( examp );
5470 if( c != nullptr ) {
5471 monster *mon = dynamic_cast<monster *>( c );
5472 if( mon != nullptr ) {
5473 if( mon->battery_item && mon->has_effect( effect_pet ) ) {
5474 const itype &type = *mon->type->mech_battery;
5475 int max_charge = type.magazine->capacity;
5476 float charge_percent;
5477 if( mon->battery_item ) {
5478 charge_percent = static_cast<float>( mon->battery_item->ammo_remaining() ) / max_charge * 100;
5479 } else {
5480 charge_percent = 0.0;
5481 }
5482 add_msg( _( "There is a %s. Battery level: %d%%" ), mon->get_name(),
5483 static_cast<int>( charge_percent ) );
5484 } else {
5485 add_msg( _( "There is a %s." ), mon->get_name() );
5486 }
5487
5488
5489 if( mon->has_effect( effect_pet ) && !u.is_mounted() ) {
5490 if( monexamine::pet_menu( *mon ) ) {
5491 return;
5492 }
5493 } else if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->has_effect( effect_pet ) ) {
5494 if( monexamine::mech_hack( *mon ) ) {
5495 return;
5496 }
5497 } else if( mon->has_flag( MF_PAY_BOT ) ) {
5498 if( monexamine::pay_bot( *mon ) ) {
5499 return;
5500 }
5501 } else if( mon->attitude_to( u ) == Creature::A_FRIENDLY && !u.is_mounted() ) {
5502 if( monexamine::mfriend_menu( *mon ) ) {
5503 return;
5504 }
5505 }
5506 } else if( u.is_mounted() ) {
5507 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5508 }
5509 npc *np = dynamic_cast<npc *>( c );
5510 if( np != nullptr && !u.is_mounted() ) {
5511 if( npc_menu( *np ) ) {
5512 return;
5513 }
5514 } else if( np != nullptr && u.is_mounted() ) {
5515 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5516 }
5517 }
5518
5519 const optional_vpart_position vp = m.veh_at( examp );
5520 if( vp && u.is_mounted() ) {
5521 if( !u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) ) {
5522 add_msg( m_warning, _( "You cannot interact with a vehicle while mounted." ) );
5523 } else {
5524 vp->vehicle().interact_with( examp, vp->part_index() );
5525 return;
5526 }
5527 } else if( vp && !u.is_mounted() ) {
5528 vp->vehicle().interact_with( examp, vp->part_index() );
5529 return;
5530 }
5531
5532 if( m.has_flag( "CONSOLE", examp ) && !u.is_mounted() ) {
5533 use_computer( examp );
5534 return;
5535 } else if( m.has_flag( "CONSOLE", examp ) && u.is_mounted() ) {
5536 add_msg( m_warning, _( "You cannot use a console while mounted." ) );
5537 }
5538 const furn_t &xfurn_t = m.furn( examp ).obj();
5539 const ter_t &xter_t = m.ter( examp ).obj();
5540
5541 const tripoint player_pos = u.pos();
5542
5543 if( m.has_furn( examp ) && !u.is_mounted() ) {
5544 xfurn_t.examine( u, examp );
5545 } else if( m.has_furn( examp ) && u.is_mounted() ) {
5546 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5547 } else {
5548 if( !u.is_mounted() ) {
5549 xter_t.examine( u, examp );
5550 } else if( u.is_mounted() && xter_t.examine == &iexamine::none ) {
5551 xter_t.examine( u, examp );
5552 } else {
5553 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5554 }
5555 }
5556
5557 // Did the player get moved? Bail out if so; our examp probably
5558 // isn't valid anymore.
5559 if( player_pos != u.pos() ) {
5560 return;
5561 }
5562
5563 bool none = true;
5564 if( xter_t.examine != &iexamine::none || xfurn_t.examine != &iexamine::none ) {
5565 none = false;
5566 }
5567
5568 if( !m.tr_at( examp ).is_null() && !u.is_mounted() ) {
5569 iexamine::trap( u, examp );
5570 } else if( !m.tr_at( examp ).is_null() && u.is_mounted() ) {
5571 add_msg( m_warning, _( "You cannot do that while mounted." ) );
5572 }
5573
5574 // In case of teleport trap or somesuch
5575 if( player_pos != u.pos() ) {
5576 return;
5577 }
5578
5579 // Feedback for fire lasting time, this can be judged while mounted
5580 const std::string fire_fuel = get_fire_fuel_string( examp );
5581 if( !fire_fuel.empty() ) {
5582 add_msg( fire_fuel );
5583 }
5584
5585 if( m.has_flag( "SEALED", examp ) ) {
5586 if( none ) {
5587 if( m.has_flag( "UNSTABLE", examp ) ) {
5588 add_msg( _( "The %s is too unstable to remove anything." ), m.name( examp ) );
5589 } else {
5590 add_msg( _( "The %s is firmly sealed." ), m.name( examp ) );
5591 }
5592 }
5593 } else {
5594 //examp has no traps, is a container and doesn't have a special examination function
5595 if( m.tr_at( examp ).is_null() && m.i_at( examp ).empty() &&
5596 m.has_flag( "CONTAINER", examp ) && none ) {
5597 add_msg( _( "It is empty." ) );
5598 } else if( ( m.has_flag( TFLAG_FIRE_CONTAINER, examp ) &&
5599 xfurn_t.examine == &iexamine::fireplace ) ||
5600 xfurn_t.examine == &iexamine::workbench ||
5601 xfurn_t.examine == &iexamine::transform ) {
5602 return;
5603 } else {
5605 if( !u.is_mounted() ) {
5606 pickup::pick_up( examp, 0 );
5607 }
5608 }
5609 }
5610}
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1617
@ A_FRIENDLY
Definition: creature.h:169
void use_computer(const tripoint &p)
Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.
Definition: game.cpp:4495
bool disable_robot(const tripoint &p)
If there is a robot (that can be disabled), query the player and try to disable it.
Definition: game.cpp:8640
bool npc_menu(npc &who)
Returns true if the menu handled stuff and player shouldn't do anything else.
Definition: game.cpp:5266
bool empty() const
Definition: item_stack.cpp:15
bool has_furn(const tripoint &p) const
Definition: map.cpp:1407
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5257
ter_id ter(const tripoint &p) const
Definition: map.cpp:1562
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: monster.cpp:1045
cata::value_ptr< item > battery_item
Definition: monster.h:465
std::string get_name() const override
Definition: monster.cpp:484
static std::string get_fire_fuel_string(const tripoint &examp)
Definition: game.cpp:5396
@ TFLAG_FIRE_CONTAINER
Definition: mapdata.h:293
void fireplace(player &p, const tripoint &examp)
Definition: iexamine.cpp:2919
void workbench(player &p, const tripoint &examp)
Definition: iexamine.cpp:6224
void none(player &p, const tripoint &examp)
Nothing player can interact with here.
Definition: iexamine.cpp:253
void trap(player &p, const tripoint &examp)
Definition: iexamine.cpp:3818
bool pet_menu(monster &z)
Definition: monexamine.cpp:67
bool mech_hack(monster &z)
Definition: monexamine.cpp:433
bool mfriend_menu(monster &z)
Definition: monexamine.cpp:507
bool pay_bot(monster &z)
Definition: monexamine.cpp:466
void pick_up(const tripoint &p, int min, from_where get_items_from=prompt)
Pick up items; 'g' or ',' or via examine()
Definition: pickup.cpp:575
iexamine_function examine
Definition: mapdata.h:402
itype_id mech_battery
If this monster is a rideable mech it needs a power source battery type.
Definition: mtype.h:372
Definition: mapdata.h:461
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245

References _, Creature::A_FRIENDLY, add_msg(), monster::attitude_to(), monster::battery_item, c, critter_at(), disable_robot(), effect_pet, item_stack::empty(), map_data_common_t::examine, iexamine::fireplace(), map::furn(), get_fire_fuel_string(), monster::get_name(), Creature::has_effect(), map::has_flag(), monster::has_flag(), map::has_furn(), map::i_at(), Character::is_mounted(), trap::is_null(), m, m_warning, mtype::mech_battery, monexamine::mech_hack(), MF_PAY_BOT, MF_RIDEABLE_MECH, monexamine::mfriend_menu(), Character::mounted_creature, map::name(), none, iexamine::none(), npc_menu(), int_id< T >::obj(), monexamine::pay_bot(), monexamine::pet_menu(), pickup::pick_up(), Character::pos(), sounds::process_sound_markers(), map::ter(), TFLAG_FIRE_CONTAINER, map::tr_at(), iexamine::transform(), iexamine::trap(), type, monster::type, u, use_computer(), map::veh_at(), and iexamine::workbench().

◆ extended_description()

void game::extended_description ( const tripoint p)

Long description of (visible) things at tile.

Definition at line 51 of file descriptions.cpp.

52{
54 const int top = 3;
55 int width = 0;
56 catacurses::window w_head;
57 catacurses::window w_main;
58 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
59 const int left = 0;
60 const int right = TERMX;
61 const int bottom = TERMY;
62 width = right - left;
63 const int height = bottom - top;
64 w_head = catacurses::newwin( top, TERMX, point_zero );
65 w_main = catacurses::newwin( height, width, point( left, top ) );
66 ui.position( point_zero, point( TERMX, TERMY ) );
67 } );
68 ui.mark_resize();
69
70 // Default to critter (if any), furniture (if any), then terrain.
72 if( seen_critter( *this, p ) != nullptr ) {
74 } else if( get_map().has_furn( p ) ) {
76 }
77
78 std::string action;
79 input_context ctxt( "EXTENDED_DESCRIPTION" );
80 ctxt.register_action( "CREATURE" );
81 ctxt.register_action( "FURNITURE" );
82 ctxt.register_action( "TERRAIN" );
83 ctxt.register_action( "CONFIRM" );
84 ctxt.register_action( "QUIT" );
85 ctxt.register_action( "HELP_KEYBINDINGS" );
86
87 ui.on_redraw( [&]( const ui_adaptor & ) {
88 werase( w_head );
90 _( "[%s] describe creatures, [%s] describe furniture, "
91 "[%s] describe terrain, [%s] close." ),
92 ctxt.get_desc( "CREATURE" ), ctxt.get_desc( "FURNITURE" ),
93 ctxt.get_desc( "TERRAIN" ), ctxt.get_desc( "QUIT" ) );
94
95 // Set up line drawings
96 for( int i = 0; i < TERMX; i++ ) {
97 mvwputch( w_head, point( i, top - 1 ), c_white, LINE_OXOX );
98 }
99
100 wnoutrefresh( w_head );
101
102 std::string desc;
103 // Allow looking at invisible tiles - player may want to examine hallucinations etc.
104 switch( cur_target ) {
106 const Creature *critter = seen_critter( *this, p );
107 if( critter != nullptr ) {
108 desc = critter->extended_description();
109 } else {
110 desc = _( "You do not see any creature here." );
111 }
112 }
113 break;
115 if( !u.sees( p ) || !m.has_furn( p ) ) {
116 desc = _( "You do not see any furniture here." );
117 } else {
118 const furn_id fid = m.furn( p );
119 if( display_mod_source ) {
120 const std::string mod_src = enumerate_as_string( fid->src.begin(),
121 fid->src.end(), []( const std::pair<furn_str_id, mod_id> &source ) {
122 return string_format( "'%s'", source.second->name() );
124 desc = string_format( _( "Origin: %s\n" ), mod_src );
125 }
126 if( display_object_ids ) {
127 desc += colorize( string_format( "[%s]\n", fid.id() ), c_light_blue );
128 }
129 desc += fid.obj().extended_description();
130 }
131 break;
133 if( !u.sees( p ) ) {
134 desc = _( "You can't see the terrain here." );
135 } else {
136 const ter_id tid = m.ter( p );
137 if( display_mod_source ) {
138 const std::string mod_src = enumerate_as_string( tid->src.begin(),
139 tid->src.end(), []( const std::pair<ter_str_id, mod_id> &source ) {
140 return string_format( "'%s'", source.second->name() );
142 desc = string_format( _( "Origin: %s\n" ), mod_src );
143 }
144 if( display_object_ids ) {
145 desc += colorize( string_format( "[%s]\n", tid.id() ), c_light_blue );
146 }
147 desc += tid.obj().extended_description();
148 }
149 break;
150 }
151
152 std::string signage = m.get_signage( p );
153 if( !signage.empty() ) {
154 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
155 desc += u.has_trait( trait_ILLITERATE ) ? _( "\nSign: ???" ) : string_format( _( "\nSign: %s" ),
156 signage );
157 }
158
159 werase( w_main );
160 fold_and_print_from( w_main, point_zero, width, 0, c_light_gray, desc );
161 wnoutrefresh( w_main );
162 } );
163
164 do {
166 action = ctxt.handle_input();
167 if( action == "CREATURE" ) {
168 cur_target = description_target::creature;
169 } else if( action == "FURNITURE" ) {
171 } else if( action == "TERRAIN" ) {
172 cur_target = description_target::terrain;
173 }
174 } while( action != "CONFIRM" && action != "QUIT" );
175}
bool display_object_ids
Display internal IDs for items, furniture, terrain and monsters.
bool display_mod_source
Display mod source for items, furniture, terrain and monsters.
virtual std::string extended_description() const =0
const string_id< T > & id() const
Definition: ammo_effect.cpp:33
std::string get_signage(const tripoint &p) const
Definition: map.cpp:4119
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
static const trait_id trait_ILLITERATE("ILLITERATE")
static const Creature * seen_critter(const game &g, const tripoint &p)
description_target
int fold_and_print_from(const catacurses::window &w, point begin, int width, int begin_line, const nc_color &base_color, const std::string &text)
Like fold_and_print, but starts the output with the N-th line of the folded string.
Definition: output.cpp:311
std::vector< std::pair< furn_str_id, mod_id > > src
Definition: mapdata.h:498
std::string extended_description() const
std::vector< std::pair< ter_str_id, mod_id > > src
Definition: mapdata.h:463

References _, action, arrow, c_light_blue, c_light_gray, c_white, colorize(), creature, display_mod_source, display_object_ids, enumerate_as_string(), map_data_common_t::extended_description(), Creature::extended_description(), fold_and_print_from(), map::furn(), furniture, input_context::get_desc(), get_map, map::get_signage(), input_context::handle_input(), map::has_furn(), Character::has_trait(), int_id< T >::id(), left, LINE_OXOX, m, mvwprintz(), mvwputch(), catacurses::newwin(), int_id< T >::obj(), point_zero, ui_manager::redraw(), input_context::register_action(), right, seen_critter(), Character::sees(), ter_t::src, furn_t::src, string_format(), map::ter(), TERMX, TERMY, terrain, trait_ILLITERATE, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by look_around().

◆ find_nearby_items()

std::vector< map_item_stack > game::find_nearby_items ( int  iRadius)
private

Definition at line 6934 of file game.cpp.

6935{
6936 std::map<std::string, map_item_stack> temp_items;
6937 std::vector<map_item_stack> ret;
6938 std::vector<std::string> item_order;
6939
6940 if( u.is_blind() ) {
6941 return ret;
6942 }
6943
6944 int range = fov_3d ? ( fov_3d_z_range * 2 ) + 1 : 1;
6945 int center_z = u.pos().z;
6946
6947 for( int i = 1; i <= range; i++ ) {
6948 int z = i % 2 ? center_z - i / 2 : center_z + i / 2;
6949 for( auto &points_p_it : closest_points_first( {u.pos().xy(), z}, iRadius ) ) {
6950 if( points_p_it.y >= u.posy() - iRadius && points_p_it.y <= u.posy() + iRadius &&
6951 u.sees( points_p_it ) &&
6952 m.sees_some_items( points_p_it, u ) ) {
6953
6954 for( auto &elem : m.i_at( points_p_it ) ) {
6955 const std::string name = elem.tname();
6956 const tripoint relative_pos = points_p_it - u.pos();
6957
6958 if( std::find( item_order.begin(), item_order.end(), name ) == item_order.end() ) {
6959 item_order.push_back( name );
6960 temp_items[name] = map_item_stack( &elem, relative_pos );
6961 } else {
6962 temp_items[name].add_at_pos( &elem, relative_pos );
6963 }
6964 }
6965 }
6966 }
6967 }
6968
6969 for( auto &elem : item_order ) {
6970 ret.push_back( temp_items[elem] );
6971 }
6972
6973 return ret;
6974}
int fov_3d_z_range
3D FoV range, in Z levels, in both directions.
bool fov_3d
3D FoV enabled/disabled.
@ range
Definition: character.h:104
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6274
std::vector< coords::coord_point< Point, Origin, Scale > > closest_points_first(const coords::coord_point< Point, Origin, Scale > &loc, int min_dist, int max_dist)
Definition: coordinates.h:596

References closest_points_first(), detail::find(), fov_3d, fov_3d_z_range, map::i_at(), Character::is_blind(), m, om_direction::name(), Character::pos(), Character::posy(), range, cata::hash64_detail::ret, Character::sees(), map::sees_some_items(), u, and tripoint::z.

Referenced by list_items_monsters().

◆ find_npc()

npc * game::find_npc ( character_id  id)

Find the npc with the given ID.

Returns NULL if the npc could not be found. Searches all loaded overmaps.

Definition at line 1871 of file game.cpp.

1872{
1873 return overmap_buffer.find_npc( id ).get();
1874}

References overmapbuffer::find_npc(), and overmap_buffer.

Referenced by critter_by_id().

◆ find_or_make_stairs()

std::optional< tripoint > game::find_or_make_stairs ( map mp,
int  z_after,
bool &  rope_ladder,
bool  peeking 
)

Returns the other end of the stairs (if any).

May query, affect u etc.

Definition at line 10436 of file game.cpp.

10438{
10439 const int omtilesz = SEEX * 2;
10440 real_coords rc( m.getabs( point( u.posx(), u.posy() ) ) );
10441 tripoint omtile_align_start( m.getlocal( rc.begin_om_pos() ), z_after );
10442 tripoint omtile_align_end( omtile_align_start + point( -1 + omtilesz, -1 + omtilesz ) );
10443
10444 // Try to find the stairs.
10445 std::optional<tripoint> stairs;
10446 int best = INT_MAX;
10447 const int movez = z_after - get_levz();
10448 const bool going_down_1 = movez == -1;
10449 const bool going_up_1 = movez == 1;
10450 // If there are stairs on the same x and y as we currently are, use those
10451 if( going_down_1 && mp.has_flag( TFLAG_GOES_UP, u.pos() + tripoint_below ) ) {
10452 stairs.emplace( u.pos() + tripoint_below );
10453 }
10454 if( going_up_1 && mp.has_flag( TFLAG_GOES_DOWN, u.pos() + tripoint_above ) ) {
10455 stairs.emplace( u.pos() + tripoint_above );
10456 }
10457 // We did not find stairs directly above or below, so search the map for them
10458 if( !stairs.has_value() ) {
10459 for( const tripoint &dest : m.points_in_rectangle( omtile_align_start, omtile_align_end ) ) {
10460 if( rl_dist( u.pos(), dest ) <= best &&
10461 ( ( going_down_1 && mp.has_flag( TFLAG_GOES_UP, dest ) ) ||
10462 ( going_up_1 && ( mp.has_flag( TFLAG_GOES_DOWN, dest ) ||
10463 mp.ter( dest ) == t_manhole_cover ) ) ||
10464 ( ( movez == 2 || movez == -2 ) && mp.ter( dest ) == t_elevator ) ) ) {
10465 stairs.emplace( dest );
10466 best = rl_dist( u.pos(), dest );
10467 }
10468 }
10469 }
10470
10471 if( stairs.has_value() ) {
10472 if( Creature *blocking_creature = critter_at( stairs.value() ) ) {
10473 npc *guy = dynamic_cast<npc *>( blocking_creature );
10474 monster *mon = dynamic_cast<monster *>( blocking_creature );
10475 bool would_move = ( guy && !guy->is_enemy() ) || ( mon && mon->friendly == -1 );
10476 bool can_displace = find_empty_spot_nearby( *stairs ).has_value();
10477 std::string cr_name = blocking_creature->get_name();
10478 std::string msg;
10479 if( guy ) {
10480 //~ %s is the name of hostile NPC
10481 msg = string_format( _( "%s is in the way!" ), cr_name );
10482 } else {
10483 //~ %s is some monster
10484 msg = string_format( _( "There's a %s in the way!" ), cr_name );
10485 }
10486
10487 if( ( peeking && !would_move ) || !can_displace || ( !would_move && !query_yn(
10488 //~ %s is a warning about monster/hostile NPC in the way, e.g. "There's a zombie in the way!"
10489 _( "%s Attempt to push past? You may have to fight your way back up." ), msg ) ) ) {
10490 add_msg( msg );
10491 return std::nullopt;
10492 }
10493 }
10494 return stairs;
10495 }
10496
10497 // No stairs found! Try to make some
10498 rope_ladder = false;
10499 stairs.emplace( u.pos() );
10500 stairs->z = z_after;
10501 // Check the destination area for lava.
10502 if( mp.ter( *stairs ) == t_lava ) {
10503 if( movez < 0 &&
10504 !query_yn(
10505 _( "There is a LOT of heat coming out of there, even the stairs have melted away. Jump down? You won't be able to get back up." ) ) ) {
10506 return std::nullopt;
10507 } else if( movez > 0 &&
10508 !query_yn(
10509 _( "There is a LOT of heat coming out of there. Push through the half-molten rocks and ascend? You will not be able to get back down." ) ) ) {
10510 return std::nullopt;
10511 }
10512
10513 return stairs;
10514 }
10515
10516 if( movez > 0 ) {
10517 if( !mp.has_flag( "GOES_DOWN", *stairs ) ) {
10518 if( !query_yn( _( "You may be unable to return back down these stairs. Continue up?" ) ) ) {
10519 return std::nullopt;
10520 }
10521 }
10522 // Manhole covers need this to work
10523 // Maybe require manhole cover here and fail otherwise?
10524 return stairs;
10525 }
10526
10527 if( mp.impassable( *stairs ) ) {
10528 popup( _( "Halfway down, the way down becomes blocked off." ) );
10529 return std::nullopt;
10530 }
10531
10532 if( u.has_trait( trait_id( "WEB_RAPPEL" ) ) ) {
10533 if( query_yn( _( "There is a sheer drop halfway down. Web-descend?" ) ) ) {
10534 rope_ladder = true;
10535 if( ( rng( 4, 8 ) ) < u.get_skill_level( skill_dodge ) ) {
10536 add_msg( _( "You attach a web and dive down headfirst, flipping upright and landing on your feet." ) );
10537 } else {
10538 add_msg( _( "You securely web up and work your way down, lowering yourself safely." ) );
10539 }
10540 } else {
10541 return std::nullopt;
10542 }
10543 } else if( u.has_trait( trait_VINES2 ) || u.has_trait( trait_VINES3 ) ) {
10544 if( query_yn( _( "There is a sheer drop halfway down. Use your vines to descend?" ) ) ) {
10545 if( u.has_trait( trait_VINES2 ) ) {
10546 if( query_yn( _( "Detach a vine? It'll hurt, but you'll be able to climb back up…" ) ) ) {
10547 rope_ladder = true;
10548 add_msg( m_bad, _( "You descend on your vines, though leaving a part of you behind stings." ) );
10549 u.mod_pain( 5 );
10550 u.apply_damage( nullptr, bodypart_id( "torso" ), 5 );
10551 u.mod_stored_nutr( 10 );
10552 u.mod_thirst( 10 );
10553 } else {
10554 add_msg( _( "You gingerly descend using your vines." ) );
10555 }
10556 } else {
10557 add_msg( _( "You effortlessly lower yourself and leave a vine rooted for future use." ) );
10558 rope_ladder = true;
10559 u.mod_stored_nutr( 10 );
10560 u.mod_thirst( 10 );
10561 }
10562 } else {
10563 return std::nullopt;
10564 }
10565 } else if( u.has_amount( itype_grapnel, 1 ) ) {
10566 if( query_yn( _( "There is a sheer drop halfway down. Climb your grappling hook down?" ) ) ) {
10567 rope_ladder = true;
10569 } else {
10570 return std::nullopt;
10571 }
10572 } else if( u.has_amount( itype_rope_30, 1 ) ) {
10573 if( query_yn( _( "There is a sheer drop halfway down. Climb your rope down?" ) ) ) {
10574 rope_ladder = true;
10576 } else {
10577 return std::nullopt;
10578 }
10579 } else if( !query_yn( _( "There is a sheer drop halfway down. Jump?" ) ) ) {
10580 return std::nullopt;
10581 }
10582
10583 return stairs;
10584}
int_id< body_part_type > bodypart_id
Definition: bodypart.h:24
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:762
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8398
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9627
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4438
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4328
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3349
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8409
tripoint_range< tripoint > points_in_rectangle(const tripoint &from, const tripoint &to) const
Definition: map.cpp:8744
bool is_enemy() const
Definition: npc.cpp:2047
static const trait_id trait_VINES2("VINES2")
static const skill_id skill_dodge("dodge")
static std::optional< tripoint > find_empty_spot_nearby(const tripoint &pos)
Definition: game.cpp:9971
static const itype_id itype_rope_30("rope_30")
static const itype_id itype_grapnel("grapnel")
static const trait_id trait_VINES3("VINES3")
ter_id t_manhole_cover
Definition: mapdata.cpp:722
ter_id t_lava
Definition: mapdata.cpp:697
ter_id t_elevator
Definition: mapdata.cpp:725
@ TFLAG_GOES_DOWN
Definition: mapdata.h:308
@ TFLAG_GOES_UP
Definition: mapdata.h:309
static constexpr tripoint tripoint_below
Definition: point.h:281
static constexpr tripoint tripoint_above
Definition: point.h:280

References _, add_msg(), Character::apply_damage(), real_coords::begin_om_pos(), critter_at(), find_empty_spot_nearby(), monster::friendly, get_levz(), Character::get_skill_level(), map::getabs(), map::getlocal(), visitable< T >::has_amount(), map::has_flag(), Character::has_trait(), map::impassable(), npc::is_enemy(), itype_grapnel, itype_rope_30, m, m_bad, Character::mod_pain(), Character::mod_stored_nutr(), Character::mod_thirst(), map::points_in_rectangle(), popup(), Character::pos(), Character::posx(), Character::posy(), query_yn(), rl_dist(), rng(), SEEX, skill_dodge, string_format(), t_elevator, t_lava, t_manhole_cover, map::ter(), TFLAG_GOES_DOWN, TFLAG_GOES_UP, trait_VINES2, trait_VINES3, tripoint_above, tripoint_below, u, and Character::use_amount().

Referenced by vertical_move().

◆ fling_creature()

void game::fling_creature ( Creature c,
const units::angle dir,
float  flvel,
bool  controlled = false 
)

Flings the input creature in the given direction.

Definition at line 9774 of file game.cpp.

9775{
9776 if( c == nullptr ) {
9777 debugmsg( "game::fling_creature invoked on null target" );
9778 return;
9779 }
9780
9781 if( c->is_dead_state() ) {
9782 // Flinging a corpse causes problems, don't enable without testing
9783 return;
9784 }
9785
9786 if( c->is_hallucination() ) {
9787 // Don't fling hallucinations
9788 return;
9789 }
9790
9791 bool thru = true;
9792 const bool is_u = ( c == &u );
9793 // Don't animate critters getting bashed if animations are off
9794 const bool animate = is_u || get_option<bool>( "ANIMATIONS" );
9795
9796 player *p = dynamic_cast<player *>( c );
9797
9798 tileray tdir( dir );
9799 int range = flvel / 10;
9800 tripoint pt = c->pos();
9801 tripoint prev_point = pt;
9802 bool force_next = false;
9803 tripoint next_forced;
9804 while( range > 0 ) {
9805 c->set_underwater( false );
9806 // TODO: Check whenever it is actually in the viewport
9807 // or maybe even just redraw the changed tiles
9808 bool seen = is_u || u.sees( *c ); // To avoid redrawing when not seen
9809 if( force_next ) {
9810 pt = next_forced;
9811 force_next = false;
9812 } else {
9813 tdir.advance();
9814 pt.x = c->posx() + tdir.dx();
9815 pt.y = c->posy() + tdir.dy();
9816 }
9817 float force = 0;
9818
9819 if( m.obstructed_by_vehicle_rotation( prev_point, pt ) ) {
9820 //We process the intervening tile on this iteration and then the current tile on the next
9821 next_forced = pt;
9822 force_next = true;
9823 if( one_in( 2 ) ) {
9824 pt.x = prev_point.x;
9825 } else {
9826 pt.y = prev_point.y;
9827 }
9828 }
9829
9830
9831 if( monster *const mon_ptr = critter_at<monster>( pt ) ) {
9832 monster &critter = *mon_ptr;
9833 // Approximate critter's "stopping power" with its max hp
9834 force = std::min<float>( 1.5f * critter.type->hp, flvel );
9835 const int damage = rng( force, force * 2.0f ) / 6;
9836 c->impact( damage, pt );
9837 // Multiply zed damage by 6 because no body parts
9838 const int zed_damage = std::max( 0,
9839 ( damage - critter.get_armor_bash( bodypart_id( "torso" ) ) ) * 6 );
9840 // TODO: Pass the "flinger" here - it's not the flung critter that deals damage
9841 critter.apply_damage( c, bodypart_id( "torso" ), zed_damage );
9842 critter.check_dead_state();
9843 if( !critter.is_dead() ) {
9844 thru = false;
9845 }
9846 } else if( m.impassable( pt ) ) {
9847 if( !m.veh_at( pt ).obstacle_at_part() ) {
9848 force = std::min<float>( m.bash_strength( pt ), flvel );
9849 } else {
9850 // No good way of limiting force here
9851 // Keep it 1 less than maximum to make the impact hurt
9852 // but to keep the target flying after it
9853 force = flvel - 1;
9854 }
9855 const int damage = rng( force, force * 2.0f ) / 9;
9856 c->impact( damage, pt );
9857 if( m.is_bashable( pt ) ) {
9858 // Only go through if we successfully make the tile passable
9859 m.bash( pt, flvel );
9860 thru = m.passable( pt );
9861 } else {
9862 thru = false;
9863 }
9864 }
9865
9866 // If the critter dies during flinging, moving it around causes debugmsgs
9867 if( c->is_dead_state() ) {
9868 return;
9869 }
9870
9871 flvel -= force;
9872 if( thru ) {
9873 if( p != nullptr ) {
9874 if( p->in_vehicle ) {
9875 m.unboard_vehicle( p->pos() );
9876 }
9877 // If we're flinging the player around, make sure the map stays centered on them.
9878 if( is_u ) {
9879 update_map( pt.x, pt.y );
9880 } else {
9881 p->setpos( pt );
9882 }
9883 } else if( !critter_at( pt ) ) {
9884 // Dying monster doesn't always leave an empty tile (blob spawning etc.)
9885 // Just don't setpos if it happens - next iteration will do so
9886 // or the monster will stop a tile before the unpassable one
9887 c->setpos( pt );
9888 }
9889 } else {
9890 // Don't zero flvel - count this as slamming both the obstacle and the ground
9891 // although at lower velocity
9892 break;
9893 }
9894 //Vehicle wall tiles don't count for range
9895 if( !force_next ) {
9896 range--;
9897 }
9898 prev_point = pt;
9899 if( animate && ( seen || u.sees( *c ) ) ) {
9904 }
9905 }
9906
9907 // Fall down to the ground - always on the last reached tile
9908 if( !m.has_flag( "SWIMMABLE", c->pos() ) ) {
9909 const trap_id trap_under_creature = m.tr_at( c->pos() ).loadid;
9910 // Didn't smash into a wall or a floor so only take the fall damage
9911 if( thru && trap_under_creature == tr_ledge ) {
9912 m.creature_on_trap( *c, false );
9913 } else {
9914 // Fall on ground
9915 int force = rng( flvel, flvel * 2 ) / 9;
9916 if( controlled ) {
9917 force = std::max( force / 2 - 5, 0 );
9918 }
9919 if( force > 0 ) {
9920 int dmg = c->impact( force, c->pos() );
9921 // TODO: Make landing damage the floor
9922 m.bash( c->pos(), dmg / 4, false, false, false );
9923 }
9924 // Always apply traps to creature i.e. bear traps, tele traps etc.
9925 m.creature_on_trap( *c, false );
9926 }
9927 } else {
9928 c->set_underwater( true );
9929 if( is_u ) {
9930 if( controlled ) {
9931 add_msg( _( "You dive into water." ) );
9932 } else {
9933 add_msg( m_warning, _( "You fall into water." ) );
9934 }
9935 }
9936 }
9937}
void setpos(const tripoint &p) override
Definition: character.h:815
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1878
point update_map(player &p)
Definition: game.cpp:10663
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
int bash_strength(const tripoint &p, bool allow_floor=false) const
Returns max_str of the furniture or terrain at p.
Definition: map.cpp:2542
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6615
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3623
void unboard_vehicle(const vpart_reference &, Character *passenger, bool dead_passenger=false)
Definition: map.cpp:1145
bool is_bashable(const tripoint &p, bool allow_floor=false) const
Returns true if there is a bashable vehicle part or the furn/terrain is bashable at p.
Definition: map.cpp:2506
void creature_on_trap(Creature &critter, bool may_avoid=true)
Apply trap effects to the creature, similar to creature_in_field.
Definition: map.cpp:8621
bool passable(const tripoint &p) const
Definition: map.cpp:1864
int get_armor_bash(bodypart_id bp) const override
Definition: monster.cpp:1904
bool is_dead() const
Definition: monster.cpp:2814
void apply_damage(Creature *source, bodypart_id bp, int dam, bool bypass_med=false) override
Definition: monster.cpp:1685
std::optional< vpart_reference > obstacle_at_part() const
Definition: vehicle.cpp:2494
Definition: player.h:84
static const trap_str_id tr_ledge("tr_ledge")
void redraw_invalidated()
Redraw all invalidated windows without invalidating the top window.
Definition: ui_manager.cpp:394
int hp
Definition: mtype.h:270
trap_id loadid
Definition: trap.h:88
int y
Definition: point.h:137
int x
Definition: point.h:136

References _, add_msg(), tileray::advance(), monster::apply_damage(), map::bash(), map::bash_strength(), c, Creature::check_dead_state(), map::creature_on_trap(), critter_at(), debugmsg, tileray::dx(), tileray::dy(), monster::get_armor_bash(), map::has_flag(), mtype::hp, map::impassable(), Character::in_vehicle, inp_mngr, invalidate_main_ui_adaptor(), map::is_bashable(), monster::is_dead(), trap::loadid, m, m_warning, optional_vpart_position::obstacle_at_part(), map::obstructed_by_vehicle_rotation(), one_in(), map::passable(), Character::pos(), input_manager::pump_events(), range, ui_manager::redraw_invalidated(), refresh_display(), rng(), Character::sees(), Character::setpos(), map::tr_at(), tr_ledge, monster::type, u, map::unboard_vehicle(), update_map(), map::veh_at(), tripoint::x, and tripoint::y.

Referenced by moving_vehicle_dismount().

◆ forced_door_closing()

bool game::forced_door_closing ( const tripoint p,
const ter_id door_type,
int  bash_dmg 
)

Definition at line 4997 of file game.cpp.

4998{
4999 const auto valid_location = [&]( const tripoint & p ) {
5000 return g->is_empty( p );
5001 };
5002 const auto get_random_point = [&]() -> tripoint {
5003 if( auto pos = random_point( m.points_in_radius( p, 2 ), valid_location ) )
5004 {
5005 return p * 2 - ( *pos );
5006 } else
5007 {
5008 return p;
5009 }
5010 };
5011
5012 const std::string &door_name = door_type.obj().name();
5013 const tripoint kbp = get_random_point();
5014
5015 // can't pushback any creatures/items anywhere, that means the door can't close.
5016 const bool cannot_push = kbp == p;
5017 const bool can_see = u.sees( p );
5018
5019 player *npc_or_player = critter_at<player>( p, false );
5020 if( npc_or_player != nullptr ) {
5021 if( bash_dmg <= 0 ) {
5022 return false;
5023 }
5024 if( npc_or_player->is_npc() && can_see ) {
5025 add_msg( _( "The %1$s hits the %2$s." ), door_name, npc_or_player->name );
5026 } else if( npc_or_player->is_player() ) {
5027 add_msg( m_bad, _( "The %s hits you." ), door_name );
5028 }
5029 if( npc_or_player->activity ) {
5030 npc_or_player->cancel_activity();
5031 }
5032 // TODO: make the npc angry?
5033 npc_or_player->hitall( bash_dmg, 0, nullptr );
5034 if( cannot_push ) {
5035 return false;
5036 }
5037 // TODO implement who was closing the door and replace nullptr
5038 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5039 // TODO: perhaps damage/destroy the gate
5040 // if the npc was really big?
5041 }
5042 if( monster *const mon_ptr = critter_at<monster>( p ) ) {
5043 monster &critter = *mon_ptr;
5044 if( bash_dmg <= 0 ) {
5045 return false;
5046 }
5047 if( can_see ) {
5048 add_msg( _( "The %1$s hits the %2$s." ), door_name, critter.name() );
5049 }
5050 if( critter.type->size <= MS_SMALL ) {
5051 critter.die_in_explosion( nullptr );
5052 } else {
5053 critter.apply_damage( nullptr, bodypart_id( "torso" ), bash_dmg );
5054 critter.check_dead_state();
5055 }
5056 if( !critter.is_dead() && critter.type->size >= MS_HUGE ) {
5057 // big critters simply prevent the gate from closing
5058 // TODO: perhaps damage/destroy the gate
5059 // if the critter was really big?
5060 return false;
5061 }
5062 if( !critter.is_dead() ) {
5063 // Still alive? Move the critter away so the door can close
5064 if( cannot_push ) {
5065 return false;
5066 }
5067 // TODO implement who was closing the door and replace nullptr
5068 knockback( kbp, p, std::max( 1, bash_dmg / 10 ), -1, 1, nullptr );
5069 if( critter_at( p ) ) {
5070 return false;
5071 }
5072 }
5073 }
5074 if( const optional_vpart_position vp = m.veh_at( p ) ) {
5075 if( bash_dmg <= 0 ) {
5076 return false;
5077 }
5078 vp->vehicle().damage( vp->part_index(), bash_dmg );
5079 if( m.veh_at( p ) ) {
5080 // Check again in case all parts at the door tile
5081 // have been destroyed, if there is still a vehicle
5082 // there, the door can not be closed
5083 return false;
5084 }
5085 }
5086 if( bash_dmg < 0 && !m.i_at( p ).empty() ) {
5087 return false;
5088 }
5089 if( bash_dmg == 0 ) {
5090 for( auto &elem : m.i_at( p ) ) {
5091 if( elem.made_of( LIQUID ) ) {
5092 // Liquids are OK, will be destroyed later
5093 continue;
5094 } else if( elem.volume() < 250_ml ) {
5095 // Dito for small items, will be moved away
5096 continue;
5097 }
5098 // Everything else prevents the door from closing
5099 return false;
5100 }
5101 }
5102
5103 m.ter_set( p, door_type );
5104 if( m.has_flag( "NOITEM", p ) ) {
5105 map_stack items = m.i_at( p );
5106 for( map_stack::iterator it = items.begin(); it != items.end(); ) {
5107 if( it->made_of( LIQUID ) ) {
5108 it = items.erase( it );
5109 continue;
5110 }
5111 if( it->made_of( material_id( "glass" ) ) && one_in( 2 ) ) {
5112 if( can_see ) {
5113 add_msg( m_warning, _( "A %s shatters!" ), it->tname() );
5114 } else {
5115 add_msg( m_warning, _( "Something shatters!" ) );
5116 }
5117 it = items.erase( it );
5118 continue;
5119 }
5120 if( cannot_push ) {
5121 return false;
5122 }
5123 m.add_item_or_charges( kbp, *it );
5124 it = items.erase( it );
5125 }
5126 }
5127 return true;
5128}
int hitall(int dam, int vary, Creature *source)
Harms all body parts for dam, with armor reduction.
Definition: character.cpp:8677
void knockback(const tripoint &s, const tripoint &t, int force, int stun, int dam_mult, Creature *source)
Definition: game.cpp:4236
iterator erase(const_iterator it) override
Definition: map.cpp:153
bool ter_set(const tripoint &p, const ter_id &new_terrain)
Definition: map.cpp:1703
void die_in_explosion(Creature *source)
Definition: monster.cpp:1699
bool is_npc() const override
Definition: player.h:103
bool is_player() const override
Definition: player.h:93
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ LIQUID
Definition: enums.h:175
std::optional< tripoint > random_point(const map &m, const std::function< bool(const tripoint &)> &predicate)
Same as other random_point with a range enclosing all valid points of the map.
std::string name() const
Definition: mapdata.cpp:513
m_size size
Definition: mtype.h:262

References _, Character::activity, map::add_item_or_charges(), add_msg(), monster::apply_damage(), item_stack::begin(), Character::cancel_activity(), Creature::check_dead_state(), critter_at(), monster::die_in_explosion(), item_stack::empty(), item_stack::end(), map_stack::erase(), g, map::has_flag(), Character::hitall(), map::i_at(), monster::is_dead(), player::is_npc(), player::is_player(), knockback(), LIQUID, m, m_bad, m_warning, MS_HUGE, MS_SMALL, Character::name, map_data_common_t::name(), monster::name(), int_id< T >::obj(), one_in(), map::points_in_radius(), random_point(), Character::sees(), mtype::size, map::ter_set(), monster::type, u, and map::veh_at().

◆ gametype()

special_game_type game::gametype ( ) const

Definition at line 537 of file game.cpp.

538{
540}

References gamemode, and NONE.

◆ get_creature_if()

Creature * game::get_creature_if ( const std::function< bool(const Creature &)> &  pred)

Returns a creature matching a predicate.

Only living (not dead) creatures are checked. Returns nullptr if no creature matches the predicate. There is no guarantee which creature is returned when several creatures match.

Definition at line 12026 of file game.cpp.

12027{
12028 for( Creature &critter : all_creatures() ) {
12029 if( pred( critter ) ) {
12030 return &critter;
12031 }
12032 }
12033 return nullptr;
12034}

References all_creatures().

◆ get_creatures_if()

std::vector< Creature * > game::get_creatures_if ( const std::function< bool(const Creature &)> &  pred)

Returns all creatures matching a predicate.

Only living ( not dead ) creatures are checked ( and returned ). Returned pointers are never null.

Definition at line 11936 of file game.cpp.

11938{
11939 std::vector<Creature *> result;
11940 for( Creature &critter : all_creatures() ) {
11941 if( pred( critter ) ) {
11942 result.push_back( &critter );
11943 }
11944 }
11945 return result;
11946}

References all_creatures().

◆ get_cur_om()

overmap & game::get_cur_om ( ) const

The overmap which contains the center submap of the reality bubble.

Definition at line 11916 of file game.cpp.

11917{
11918 // The player is located in the middle submap of the map.
11920 const tripoint pos_om = sm_to_om_copy( sm );
11921 // TODO: fix point types
11922 return overmap_buffer.get( point_abs_om( pos_om.xy() ) );
11923}
tripoint get_abs_sub() const
return abs_sub
Definition: map.cpp:8425
overmap & get(const point_abs_om &)
Uses overmap coordinates, that means x and y are directly compared with the position of the overmap.
point sm_to_om_copy(point p)
coords::coord_point< point, coords::origin::abs, coords::om > point_abs_om
Definition: coordinates.h:483
static constexpr int HALF_MAPSIZE
constexpr scale sm
Definition: coordinates.h:31

References overmapbuffer::get(), map::get_abs_sub(), HALF_MAPSIZE, m, overmap_buffer, coords::sm, sm_to_om_copy(), and tripoint::xy().

Referenced by start_game().

◆ get_dangerous_tile()

std::vector< std::string > game::get_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8724 of file game.cpp.

8725{
8726 std::vector<std::string> harmful_stuff;
8727 const auto fields_here = m.field_at( u.pos() );
8728 for( const auto &e : m.field_at( dest_loc ) ) {
8729 // warn before moving into a dangerous field except when already standing within a similar field
8730 if( u.is_dangerous_field( e.second ) && fields_here.find_field( e.first ) == nullptr ) {
8731 harmful_stuff.push_back( e.second.name() );
8732 }
8733 }
8734
8735 if( !u.is_blind() ) {
8736 const trap &tr = m.tr_at( dest_loc );
8737 const bool boardable = static_cast<bool>( m.veh_at( dest_loc ).part_with_feature( "BOARDABLE",
8738 true ) );
8739 // HACK: Hack for now, later ledge should stop being a trap
8740 // Note: in non-z-level mode, ledges obey different rules and so should be handled as regular traps
8741 if( tr.loadid == tr_ledge && m.has_zlevels() ) {
8742 if( !boardable ) {
8743 harmful_stuff.emplace_back( tr.name() );
8744 }
8745 } else if( tr.can_see( dest_loc, u ) && !tr.is_benign() && !boardable ) {
8746 harmful_stuff.emplace_back( tr.name() );
8747 }
8748
8749 static const std::set< body_part > sharp_bps = {
8752 };
8753
8754 const auto sharp_bp_check = [this]( body_part bp ) {
8755 return character_funcs::is_bp_immune_to( u, bp, { DT_CUT, 10 } );
8756 };
8757
8758 if( m.has_flag( "ROUGH", dest_loc ) && !m.has_flag( "ROUGH", u.pos() ) && !boardable &&
8759 ( u.get_armor_bash( bodypart_id( "foot_l" ) ) < 5 ||
8760 u.get_armor_bash( bodypart_id( "foot_r" ) ) < 5 ) ) {
8761 harmful_stuff.emplace_back( m.name( dest_loc ) );
8762 } else if( m.has_flag( "SHARP", dest_loc ) && !m.has_flag( "SHARP", u.pos() ) && !( u.in_vehicle ||
8763 m.veh_at( dest_loc ) ) &&
8764 u.dex_cur < 78 && !std::all_of( sharp_bps.begin(), sharp_bps.end(), sharp_bp_check ) ) {
8765 harmful_stuff.emplace_back( m.name( dest_loc ) );
8766 }
8767
8768 }
8769
8770 return harmful_stuff;
8771}
@ bp_foot_l
Definition: bodypart.h:51
@ bp_leg_r
Definition: bodypart.h:50
@ bp_eyes
Definition: bodypart.h:43
@ bp_hand_l
Definition: bodypart.h:47
@ bp_arm_l
Definition: bodypart.h:45
@ bp_leg_l
Definition: bodypart.h:49
@ bp_hand_r
Definition: bodypart.h:48
@ bp_head
Definition: bodypart.h:42
@ bp_torso
Definition: bodypart.h:41
@ bp_mouth
Definition: bodypart.h:44
@ bp_foot_r
Definition: bodypart.h:52
@ bp_arm_r
Definition: bodypart.h:46
int dex_cur
Definition: character.h:265
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6863
bool is_dangerous_field(const field_entry &entry) const
Returns true if the given field entry is dangerous to us.
Definition: creature.cpp:198
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5419
bool has_zlevels() const
Definition: map.h:1635
@ DT_CUT
Definition: damage.h:25
bool is_bp_immune_to(const Character &who, body_part bp, damage_unit dam)
Check if character's body part is immune to given damage.
Definition: trap.h:86
std::string name() const
Definition: trap.cpp:177
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, trap::can_see(), Character::dex_cur, DT_CUT, map::field_at(), Character::get_armor_bash(), map::has_flag(), map::has_zlevels(), Character::in_vehicle, trap::is_benign(), Character::is_blind(), character_funcs::is_bp_immune_to(), Creature::is_dangerous_field(), trap::loadid, m, trap::name(), map::name(), optional_vpart_position::part_with_feature(), Character::pos(), map::tr_at(), tr_ledge, u, and map::veh_at().

Referenced by is_dangerous_tile(), prompt_dangerous_tile(), and walk_move().

◆ get_fishable_locations()

std::unordered_set< tripoint > game::get_fishable_locations ( int  distance,
const tripoint fish_pos 
)

Get the contiguous fishable locations starting at fish_pos, out to the specificed distance.

Parameters
distanceDistance around the fish_pos to examine for contiguous fishable locations.
fish_posThe location being fished.
Returns
A set of locations representing the valid contiguous fishable locations.

Definition at line 3594 of file game.cpp.

3595{
3596 // We're going to get the contiguous fishable terrain starting at
3597 // the provided fishing location (e.g. where a line was cast or a fish
3598 // trap was set), and then check whether or not fishable monsters are
3599 // actually in those locations. This will help us ensure that we're
3600 // getting our fish from the location that we're ACTUALLY fishing,
3601 // rather than just somewhere in the vicinity.
3602
3603 std::unordered_set<tripoint> visited;
3604
3605 const tripoint fishing_boundary_min( fish_pos + point( -distance, -distance ) );
3606 const tripoint fishing_boundary_max( fish_pos + point( distance, distance ) );
3607
3608 const inclusive_cuboid<tripoint> fishing_boundaries(
3609 fishing_boundary_min, fishing_boundary_max );
3610
3611 const auto get_fishable_terrain = [&]( tripoint starting_point,
3612 std::unordered_set<tripoint> &fishable_terrain ) {
3613 std::queue<tripoint> to_check;
3614 to_check.push( starting_point );
3615 while( !to_check.empty() ) {
3616 const tripoint current_point = to_check.front();
3617 to_check.pop();
3618
3619 // We've been here before, so bail.
3620 if( visited.find( current_point ) != visited.end() ) {
3621 continue;
3622 }
3623
3624 // This point is out of bounds, so bail.
3625 if( !fishing_boundaries.contains( current_point ) ) {
3626 continue;
3627 }
3628
3629 // Mark this point as visited.
3630 visited.emplace( current_point );
3631
3632 if( m.has_flag( "FISHABLE", current_point ) ) {
3633 fishable_terrain.emplace( current_point );
3634 to_check.push( current_point + point_south );
3635 to_check.push( current_point + point_north );
3636 to_check.push( current_point + point_east );
3637 to_check.push( current_point + point_west );
3638 }
3639 }
3640 return;
3641 };
3642
3643 // Starting at the provided location, get our fishable terrain
3644 // and populate a set with those locations which we'll then use
3645 // to determine if any fishable monsters are in those locations.
3646 std::unordered_set<tripoint> fishable_points;
3647 get_fishable_terrain( fish_pos, fishable_points );
3648
3649 return fishable_points;
3650}
static constexpr point point_west
Definition: point.h:268
static constexpr point point_south
Definition: point.h:266
static constexpr point point_north
Definition: point.h:262
static constexpr point point_east
Definition: point.h:264

References inclusive_cuboid< Tripoint, >::contains(), map::has_flag(), m, point_east, point_north, point_south, and point_west.

◆ get_fishable_monsters()

std::vector< monster * > game::get_fishable_monsters ( std::unordered_set< tripoint > &  fishable_locations)

Get the fishable monsters within the provided fishable locations.

Parameters
fishable_locationsA set of locations which are valid fishable terrain. Any fishable monsters are filtered by this collection to determine those which can actually be caught.
Returns
Fishable monsters within the specified fishable terrain.

Definition at line 3652 of file game.cpp.

3654{
3655 std::vector<monster *> unique_fish;
3656 for( monster &critter : all_monsters() ) {
3657 // If it is fishable...
3658 if( critter.has_flag( MF_FISHABLE ) ) {
3659 const tripoint critter_pos = critter.pos();
3660 // ...and it is in a fishable location.
3661 if( fishable_locations.find( critter_pos ) != fishable_locations.end() ) {
3662 unique_fish.push_back( &critter );
3663 }
3664 }
3665 }
3666
3667 return unique_fish;
3668}
@ MF_FISHABLE
Definition: mtype.h:142

References all_monsters(), and MF_FISHABLE.

◆ get_follower_list()

std::set< character_id > game::get_follower_list ( )

Get set of followers.

Definition at line 1968 of file game.cpp.

1969{
1970 return follower_ids;
1971}

References follower_ids.

◆ get_kill_tracker()

const kill_tracker & game::get_kill_tracker ( ) const

Definition at line 886 of file game.cpp.

887{
888 return *kill_tracker_ptr;
889}

References kill_tracker_ptr.

Referenced by cleanup_at_end(), death_screen(), handle_action(), and win().

◆ get_levx()

int game::get_levx ( ) const

The top left corner of the reality bubble (in submaps coordinates).

This is the same as map::abs_sub of the m map.

Definition at line 11901 of file game.cpp.

11902{
11903 return m.get_abs_sub().x;
11904}

References map::get_abs_sub(), m, and tripoint::x.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levy()

int game::get_levy ( ) const

Definition at line 11906 of file game.cpp.

11907{
11908 return m.get_abs_sub().y;
11909}

References map::get_abs_sub(), m, and tripoint::y.

Referenced by create_starting_npcs(), load_npcs(), look_around(), save_cyborg(), spawn_hallucination(), vertical_move(), and vertical_shift().

◆ get_levz()

◆ get_moves_since_last_save()

int game::get_moves_since_last_save ( ) const

Definition at line 7110 of file game.cpp.

7111{
7112 return moves_since_last_save;
7113}

References moves_since_last_save.

◆ get_npcs_if()

std::vector< npc * > game::get_npcs_if ( const std::function< bool(const npc &)> &  pred)

Definition at line 11948 of file game.cpp.

11949{
11950 std::vector<npc *> result;
11951 for( npc &guy : all_npcs() ) {
11952 if( pred( guy ) ) {
11953 result.push_back( &guy );
11954 }
11955 }
11956 return result;
11957}

References all_npcs().

Referenced by allies(), chat(), and validate_npc_followers().

◆ get_player_base_save_path()

std::string game::get_player_base_save_path ( ) const

Base path for saving player data.

Just add a suffix (unique for the thing you want to save) and use the resulting path. Example: save_ui_data(get_player_base_save_path()+".ui")

Definition at line 12036 of file game.cpp.

12037{
12038 return get_world_base_save_path() + "/" + base64_encode( get_avatar().get_save_id() );
12039}
std::string base64_encode(const std::string &str)
std::string get_world_base_save_path() const
Base path for saving world data.
Definition: game.cpp:12041
friend avatar & get_avatar()
Definition: avatar.cpp:104

References base64_encode(), get_avatar, and get_world_base_save_path().

Referenced by save_player_data().

◆ get_player_input()

input_context game::get_player_input ( std::string &  action)
private

Definition at line 245 of file handle_action.cpp.

246{
247 input_context ctxt;
248 if( uquit == QUIT_WATCH ) {
249 ctxt = input_context( "DEFAULTMODE" );
250 ctxt.set_iso( true );
251 // The list of allowed actions in death-cam mode in game::handle_action
252 // *INDENT-OFF*
253 for( const action_id id : {
266 } ) {
267 ctxt.register_action( action_ident( id ) );
268 }
269 // *INDENT-ON*
270 ctxt.register_action( "QUIT", to_translation( "Accept your fate" ) );
271 } else {
273 }
274
276
277 user_turn current_turn;
278
279
280 // Checking early if we will need to handle animations
281 // If we do not need to handle animations that will not change as long as the user has not selected an action
282 // and we can handle it like we are not animating.
283 weather_printable wPrint;
284 bool animate_weather = false;
285 bool animate_sct = false;
286 bool do_animations = [&]() {
287 if( get_option<bool>( "ANIMATIONS" ) ) {
288 const bool weather_has_anim = init_weather_anim( get_weather().weather_id, wPrint );
289
290 animate_weather = weather_has_anim && get_option<bool>( "ANIMATION_RAIN" );
291 animate_sct = !SCT.vSCT.empty() && uquit != QUIT_WATCH && get_option<bool>( "ANIMATION_SCT" );
292
293#if defined(TILES)
294 // Always animate, minimap and terrain may have animations to run
295 return true;
296#else
297 // Otherwise we need to see if we actually should animate.
298 // Minimap and Terrain never animate in !TILES
299 return animate_weather || animate_sct || uquit == QUIT_WATCH;
300#endif
301 }
302 return false;
303 }
304 ();
305
306 if( do_animations ) {
307 ctxt.set_timeout( 125 );
308
310 make_shared_fast<game::draw_callback_t>( [&]() {
311 if( animate_weather ) {
312 draw_weather( wPrint );
313 }
314 if( animate_sct ) {
315 draw_sct();
316 }
317 } );
318 add_draw_callback( animation_cb );
319 invalidate_main_ui_adaptor(); // We want to redraw at least once.
320
321 do {
322 if( animate_weather ) {
324 generate_weather_anim_frame( get_weather().weather_id, wPrint );
325 }
326 // don't bother calculating SCT if we won't show it
327 if( animate_sct ) {
329
331
332 //Check for creatures on all drawing positions and offset if necessary
333 for( auto iter = SCT.vSCT.rbegin(); iter != SCT.vSCT.rend(); ++iter ) {
334 const direction oCurDir = iter->getDirecton();
335 const int width = utf8_width( iter->getText() );
336 for( int i = 0; i < width; ++i ) {
337 tripoint tmp( iter->getPosX() + i, iter->getPosY(), get_levz() );
338 const Creature *critter = critter_at( tmp, true );
339
340 if( critter != nullptr && u.sees( *critter ) ) {
341 i = -1;
342 int iPos = iter->getStep() + iter->getStepOffset();
343 for( auto iter2 = iter; iter2 != SCT.vSCT.rend(); ++iter2 ) {
344 if( iter2->getDirecton() == oCurDir &&
345 iter2->getStep() + iter2->getStepOffset() <= iPos ) {
346 if( iter2->getType() == "hp" ) {
347 iter2->advanceStepOffset();
348 }
349
350 iter2->advanceStepOffset();
351 iPos = iter2->getStep() + iter2->getStepOffset();
352 }
353 }
354 }
355 }
356 }
357
358 // Stop animation when done
359 animate_sct = !SCT.vSCT.empty();
360 }
361 // We don't cache these checks as their result may change after 1st redraw
363 // TODO: we redraw *everything* just to animate a couple blinking dots
364 // on the minimap or a few tiles.
365 // This is far from ideal, and can probably be done much cheaper
366 // (update only part of the screen? draw static parts into a texture?)
368 }
369
370 std::unique_ptr<static_popup> deathcam_msg_popup;
371 if( uquit == QUIT_WATCH ) {
372 deathcam_msg_popup = std::make_unique<static_popup>();
373 deathcam_msg_popup
374 ->wait_message( c_red, _( "Press %s to accept your fate…" ), ctxt.get_desc( "QUIT" ) )
375 .on_top( true );
376 }
377
379 } while( handle_mouseview( ctxt, action ) && uquit != QUIT_WATCH
380 && ( action != "TIMEOUT" || !current_turn.has_timeout_elapsed() ) );
381 ctxt.reset_timeout();
382 } else {
385 SCT.vSCT.clear();
386
387 ctxt.set_timeout( 125 );
388 while( handle_mouseview( ctxt, action ) ) {
389 if( action == "TIMEOUT" && current_turn.has_timeout_elapsed() ) {
390 break;
391 }
392 }
393 ctxt.reset_timeout();
394 }
395
396 return ctxt;
397}
std::string action_ident(action_id act)
Lookup a unique string identifier for a given action ID.
Definition: action.cpp:69
action_id
Enumerates all discrete actions that can be performed by player.
Definition: action.h:18
@ ACTION_CENTER
Center the viewport on character.
Definition: action.h:73
@ ACTION_SHIFT_SW
Move viewport south-west.
Definition: action.h:85
@ ACTION_SHIFT_NW
Move viewport north-west.
Definition: action.h:89
@ ACTION_KEYBINDINGS
Display keybindings list.
Definition: action.h:255
@ ACTION_SHIFT_E
Move viewport east.
Definition: action.h:79
@ ACTION_TOGGLE_MAP_MEMORY
Toggle memorized tiles being shown.
Definition: action.h:71
@ ACTION_SHIFT_S
Move viewport south.
Definition: action.h:83
@ ACTION_SHIFT_SE
Move viewport south-east.
Definition: action.h:81
@ ACTION_LOOK
Toggle look mode.
Definition: action.h:115
@ ACTION_SHIFT_NE
Move viewport north-east.
Definition: action.h:77
@ ACTION_SHIFT_W
Move viewport west.
Definition: action.h:87
@ ACTION_SHIFT_N
Move viewport north.
Definition: action.h:75
bool terrain_requires_animation()
Definition: animation.cpp:1204
bool minimap_requires_animation()
Definition: animation.cpp:1195
void draw_sct()
Definition: animation.cpp:865
void draw_weather(const weather_printable &wPrint)
Definition: animation.cpp:824
void add_draw_callback(shared_ptr_fast< draw_callback_t > cb)
Definition: game.cpp:3007
bool handle_mouseview(input_context &ctxt, std::string &action)
Definition: game.cpp:1999
void set_timeout(int val)
Sets input polling timeout as appropriate for the current interface system.
Definition: input.cpp:1452
std::string get_desc(const std::string &action_descriptor, unsigned int max_limit=0, const input_event_filter &evt_filter=allow_all_keys) const
Get a description text for the key/other input method associated with the given action.
Definition: input.cpp:750
void register_action(const std::string &action_descriptor)
Register an action with this input context.
Definition: input.cpp:672
void set_iso(bool mode=true)
Definition: input.cpp:1423
void reset_timeout()
Definition: input.cpp:1457
std::vector< cSCT > vSCT
Definition: output.h:916
void advanceAllSteps()
Definition: output.cpp:1924
bool has_timeout_elapsed()
input_context get_default_mode_input_context()
Definition: game.cpp:2099
static bool init_weather_anim(const weather_type_id &wtype, weather_printable &wPrint)
static void generate_weather_anim_frame(const weather_type_id &wtype, weather_printable &wPrint)
direction
Definition: line.h:39
scrollingcombattext SCT
Definition: output.cpp:65
Weather drawing tracking.
Definition: weather.h:59
translation to_translation(const std::string &raw)
Shorthands for translation::to_translation.

References _, action, ACTION_CENTER, action_ident(), ACTION_KEYBINDINGS, ACTION_LOOK, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_TOGGLE_MAP_MEMORY, add_draw_callback(), scrollingcombattext::advanceAllSteps(), c_red, critter_at(), draw_sct(), draw_weather(), generate_weather_anim_frame(), get_default_mode_input_context(), input_context::get_desc(), get_levz(), get_weather, handle_mouseview(), user_turn::has_timeout_elapsed(), init_weather_anim(), invalidate_main_ui_adaptor(), m, minimap_requires_animation(), Character::posz(), QUIT_WATCH, ui_manager::redraw_invalidated(), input_context::register_action(), input_context::reset_timeout(), SCT, Character::sees(), input_context::set_iso(), input_context::set_timeout(), terrain_requires_animation(), to_translation(), u, map::update_visibility_cache(), uquit, utf8_width(), and scrollingcombattext::vSCT.

Referenced by handle_action().

◆ get_seed()

unsigned int game::get_seed ( ) const

Definition at line 1780 of file game.cpp.

1781{
1782 return seed;
1783}

References seed.

◆ get_user_action_counter()

int game::get_user_action_counter ( ) const

Definition at line 7115 of file game.cpp.

7116{
7117 return user_action_counter;
7118}

References user_action_counter.

◆ get_veh_dir_indicator_location()

std::optional< tripoint > game::get_veh_dir_indicator_location ( bool  next) const

Returns the location where the indicator should go relative to the reality bubble, or nothing to indicate no indicator should be drawn.

Based on the vehicle the player is driving, if any.

Parameters
nextIf true, bases it on the vehicle the vehicle will turn to next turn, instead of the one it is currently facing.

Definition at line 3262 of file game.cpp.

3263{
3264 if( !get_option<bool>( "VEHICLE_DIR_INDICATOR" ) ) {
3265 return std::nullopt;
3266 }
3267 const optional_vpart_position vp = m.veh_at( u.pos() );
3268 if( !vp ) {
3269 return std::nullopt;
3270 }
3271 vehicle *const veh = &vp->vehicle();
3272 rl_vec2d face = next ? veh->dir_vec() : veh->face_vec();
3273 float r = 10.0;
3274 return tripoint( static_cast<int>( r * face.x ), static_cast<int>( r * face.y ), u.pos().z );
3275}
rl_vec2d dir_vec() const

References vehicle::dir_vec(), vehicle::face_vec(), m, Character::pos(), u, map::veh_at(), rl_vec2d::x, rl_vec2d::y, and tripoint::z.

Referenced by draw_veh_dir_indicator().

◆ get_world_base_save_path()

std::string game::get_world_base_save_path ( ) const

Base path for saving world data.

This yields a path to a folder.

Definition at line 12041 of file game.cpp.

12042{
12043 if( world_generator->active_world == nullptr ) {
12044 return PATH_INFO::savedir();
12045 }
12046 return world_generator->active_world->folder_path();
12047}
std::string savedir()
Definition: path_info.cpp:246

References PATH_INFO::savedir(), and world_generator.

Referenced by get_player_base_save_path(), load(), load_master(), move_save_to_graveyard(), save(), save_artifacts(), save_factions_missions_npcs(), and setup().

◆ get_zoom()

int game::get_zoom ( ) const

Definition at line 7101 of file game.cpp.

7102{
7103#if defined(TILES)
7104 return tileset_zoom;
7105#else
7106 return DEFAULT_TILESET_ZOOM;
7107#endif
7108}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

Referenced by look_around().

◆ grabbed_furn_move()

bool game::grabbed_furn_move ( const tripoint dp)
private
Strength determines ability to drag furniture

Definition at line 9527 of file game.cpp.

9528{
9529 // Furniture: pull, push, or standing still and nudging object around.
9530 // Can push furniture out of reach.
9531 tripoint fpos = u.pos() + u.grab_point;
9532 // supposed position of grabbed furniture
9533 if( !m.has_furn( fpos ) ) {
9534 // Where did it go? We're grabbing thin air so reset.
9535 add_msg( m_info, _( "No furniture at grabbed point." ) );
9536 u.grab( OBJECT_NONE );
9537 return false;
9538 }
9539
9540 const bool pushing_furniture = dp == u.grab_point;
9541 const bool pulling_furniture = dp == -u.grab_point;
9542 const bool shifting_furniture = !pushing_furniture && !pulling_furniture;
9543
9544 tripoint fdest = fpos + dp; // intended destination of furniture.
9545 // Check floor: floorless tiles don't need to be flat and have no traps
9546 const bool has_floor = m.has_floor( fdest );
9547 // Unfortunately, game::is_empty fails for tiles we're standing on,
9548 // which will forbid pulling, so:
9549 const bool canmove = (
9550 m.passable( fdest ) &&
9551 critter_at<npc>( fdest ) == nullptr &&
9552 critter_at<monster>( fdest ) == nullptr &&
9553 ( !pulling_furniture || is_empty( u.pos() + dp ) ) &&
9554 ( !has_floor || m.has_flag( "FLAT", fdest ) ) &&
9555 !m.has_furn( fdest ) &&
9556 !m.veh_at( fdest ) &&
9557 ( !has_floor || m.tr_at( fdest ).is_null() )
9558 );
9559
9560 const furn_t furntype = m.furn( fpos ).obj();
9561 const int src_items = m.i_at( fpos ).size();
9562 const int dst_items = m.i_at( fdest ).size();
9563
9564 const bool only_liquid_items = std::all_of( m.i_at( fdest ).begin(), m.i_at( fdest ).end(),
9565 [&]( item & liquid_item ) {
9566 return liquid_item.made_of( LIQUID );
9567 } );
9568
9569 const bool dst_item_ok = !m.has_flag( "NOITEM", fdest ) &&
9570 !m.has_flag( "SWIMMABLE", fdest ) &&
9571 !m.has_flag( "DESTROY_ITEM", fdest );
9572
9573 const bool src_item_ok = m.furn( fpos ).obj().has_flag( "CONTAINER" ) ||
9574 m.furn( fpos ).obj().has_flag( "FIRE_CONTAINER" ) ||
9575 m.furn( fpos ).obj().has_flag( "SEALED" );
9576
9577 const int fire_intensity = m.get_field_intensity( fpos, fd_fire );
9578 time_duration fire_age = m.get_field_age( fpos, fd_fire );
9579
9580 int str_req = furntype.move_str_req;
9581 // Factor in weight of items contained in the furniture.
9582 units::mass furniture_contents_weight = 0_gram;
9583 for( auto &contained_item : m.i_at( fpos ) ) {
9584 furniture_contents_weight += contained_item.weight();
9585 }
9586 str_req += furniture_contents_weight / 4_kilogram;
9587 int adjusted_str = u.get_str();
9588 if( u.is_mounted() ) {
9589 auto mons = u.mounted_creature.get();
9590 if( mons->has_flag( MF_RIDEABLE_MECH ) && mons->mech_str_addition() != 0 ) {
9591 adjusted_str = mons->mech_str_addition();
9592 }
9593 }
9594 if( !canmove ) {
9595 // TODO: What is something?
9596 add_msg( _( "The %s collides with something." ), furntype.name() );
9597 u.moves -= 50;
9598 return true;
9599 ///\EFFECT_STR determines ability to drag furniture
9600 } else if( str_req > adjusted_str &&
9601 one_in( std::max( 20 - str_req - adjusted_str, 2 ) ) ) {
9602 add_msg( m_bad, _( "You strain yourself trying to move the heavy %s!" ),
9603 furntype.name() );
9604 u.moves -= 100;
9605 u.mod_pain( 1 ); // Hurt ourselves.
9606 return true; // furniture and or obstacle wins.
9607 } else if( !src_item_ok && !only_liquid_items && dst_items > 0 ) {
9608 add_msg( _( "There's stuff in the way." ) );
9609 u.moves -= 50;
9610 return true;
9611 }
9612
9613 u.moves -= str_req * 10;
9614 // Additional penalty if we can't comfortably move it.
9615 if( str_req > adjusted_str ) {
9616 int move_penalty = std::pow( str_req, 2.0 ) + 100.0;
9617 if( move_penalty <= 1000 ) {
9618 if( adjusted_str >= str_req - 3 ) {
9619 u.moves -= std::max( 3000, move_penalty * 10 );
9620 add_msg( m_bad, _( "The %s is really heavy!" ), furntype.name() );
9621 if( one_in( 3 ) ) {
9622 add_msg( m_bad, _( "You fail to move the %s." ), furntype.name() );
9623 return true;
9624 }
9625 } else {
9626 u.moves -= 100;
9627 add_msg( m_bad, _( "The %s is too heavy for you to budge." ), furntype.name() );
9628 return true;
9629 }
9630 }
9631 u.moves -= move_penalty;
9632 if( move_penalty > 500 ) {
9633 add_msg( _( "Moving the heavy %s is taking a lot of time!" ),
9634 furntype.name() );
9635 } else if( move_penalty > 200 ) {
9636 if( one_in( 3 ) ) { // Nag only occasionally.
9637 add_msg( _( "It takes some time to move the heavy %s." ),
9638 furntype.name() );
9639 }
9640 }
9641 }
9643 _( "a scraping noise." ), true, "misc", "scraping" );
9644
9646 ( tripoint_abs_ms( m.getabs( fpos ) ) );
9647
9648 // Actually move the furniture.
9649 m.furn_set( fdest, m.furn( fpos ), atd ? atd->clone() : nullptr );
9650 m.furn_set( fpos, f_null );
9651
9652 if( fire_intensity == 1 && !pulling_furniture ) {
9653 m.remove_field( fpos, fd_fire );
9654 m.set_field_intensity( fdest, fd_fire, fire_intensity );
9655 m.set_field_age( fdest, fd_fire, fire_age );
9656 }
9657
9658 // Is there is only liquids on the ground, remove them after moving furniture.
9659 if( dst_items > 0 && only_liquid_items ) {
9660 m.i_clear( fdest );
9661 }
9662
9663 if( src_items > 0 ) { // Move the stuff inside.
9664 if( dst_item_ok && src_item_ok ) {
9665 // Assume contents of both cells are legal, so we can just swap contents.
9666 std::list<item> temp;
9667 std::move( m.i_at( fpos ).begin(), m.i_at( fpos ).end(),
9668 std::back_inserter( temp ) );
9669 m.i_clear( fpos );
9670 for( auto item_iter = m.i_at( fdest ).begin();
9671 item_iter != m.i_at( fdest ).end(); ++item_iter ) {
9672 m.i_at( fpos ).insert( *item_iter );
9673 }
9674 m.i_clear( fdest );
9675 for( auto &cur_item : temp ) {
9676 m.i_at( fdest ).insert( cur_item );
9677 }
9678 } else {
9679 add_msg( _( "Stuff spills from the %s!" ), furntype.name() );
9680 }
9681 }
9682
9683 if( shifting_furniture ) {
9684 // We didn't move
9685 tripoint d_sum = u.grab_point + dp;
9686 if( std::abs( d_sum.x ) < 2 && std::abs( d_sum.y ) < 2 ) {
9687 u.grab_point = d_sum; // furniture moved relative to us
9688 } else { // we pushed furniture out of reach
9689 add_msg( _( "You let go of the %s." ), furntype.name() );
9690 u.grab( OBJECT_NONE );
9691 }
9692 return true; // We moved furniture but stayed still.
9693 }
9694
9695 if( pushing_furniture && m.impassable( fpos ) ) {
9696 // Not sure how that chair got into a wall, but don't let player follow.
9697 add_msg( _( "You let go of the %1$s as it slides past %2$s." ),
9698 furntype.name(), m.tername( fdest ) );
9699 u.grab( OBJECT_NONE );
9700 return true;
9701 }
9702
9703 return false;
9704}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4088
virtual active_tile_data * clone() const =0
void grab(object_type grab_type, const tripoint &grab_point=tripoint_zero)
Definition: avatar.cpp:664
bool is_empty(const tripoint &p)
Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.
Definition: game.cpp:4831
void insert(const item &newitem) override
Definition: map.cpp:158
void remove_field(const tripoint &p, const field_type_id &field_to_remove)
Remove field entry at xy, ignored if the field entry is not present.
Definition: map.cpp:5585
time_duration set_field_age(const tripoint &p, const field_type_id &type, const time_duration &age, bool isoffset=false)
Set age of field entry at point.
Definition: map.cpp:5459
time_duration get_field_age(const tripoint &p, const field_type_id &type) const
Get the age of a field entry (field_entry::age), if there is no field of that type,...
Definition: map.cpp:5493
int get_field_intensity(const tripoint &p, const field_type_id &type) const
Get the intensity of a field entry (field_entry::intensity), if there is no field of that type,...
Definition: map.cpp:5499
int set_field_intensity(const tripoint &p, const field_type_id &type, int new_intensity, bool isoffset=false)
Set intensity of field entry at point, creating if not present, removing if intensity becomes 0.
Definition: map.cpp:5472
std::string tername(const tripoint &p) const
Definition: map.cpp:1773
void i_clear(const tripoint &p)
Definition: map.cpp:4247
void furn_set(const tripoint &p, const furn_id &new_furniture, cata::poly_serialized< active_tile_data > new_active=nullptr)
Sets the furniture at given position.
Definition: map.cpp:1424
bool has_floor(const tripoint &p) const
Definition: map.cpp:2071
tripoint grab_point
Definition: player.h:235
@ OBJECT_NONE
Definition: enums.h:187
field_type_id fd_fire
Definition: field_type.cpp:345
furn_id f_null
Definition: mapdata.cpp:1097
template active_tile_data * furn_at< active_tile_data >(const tripoint_abs_ms &)
bool move(avatar &you, map &m, const tripoint &d)
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
int move_str_req
Definition: mapdata.h:515
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, add_msg(), item_stack::begin(), active_tile_data::clone(), item_stack::end(), f_null, fd_fire, map::furn(), active_tiles::furn_at< active_tile_data >(), map::furn_set(), map::get_field_age(), map::get_field_intensity(), Character::get_str(), map::getabs(), avatar::grab(), player::grab_point, map_data_common_t::has_flag(), map::has_flag(), map::has_floor(), map::has_furn(), map::i_at(), map::i_clear(), map::impassable(), map_stack::insert(), is_empty(), Character::is_mounted(), trap::is_null(), m, m_bad, m_info, MF_RIDEABLE_MECH, Character::mod_pain(), Character::mounted_creature, avatar_action::move(), furn_t::move_str_req, sounds::movement, Creature::moves, map_data_common_t::name(), int_id< T >::obj(), OBJECT_NONE, one_in(), map::passable(), Character::pos(), map::remove_field(), map::set_field_age(), map::set_field_intensity(), item_stack::size(), sounds::sound(), map::tername(), map::tr_at(), u, map::veh_at(), tripoint::x, and tripoint::y.

Referenced by grabbed_move().

◆ grabbed_move()

bool game::grabbed_move ( const tripoint dp)
private

Check for dangerous stuff at dest_loc, return false if the player decides not to step there.

Definition at line 9706 of file game.cpp.

9707{
9708 if( u.get_grab_type() == OBJECT_NONE ) {
9709 return false;
9710 }
9711
9712 if( dp.z != 0 ) {
9713 // No dragging stuff up/down stairs yet!
9714 return false;
9715 }
9716
9717 // vehicle: pulling, pushing, or moving around the grabbed object.
9718 if( u.get_grab_type() == OBJECT_VEHICLE ) {
9719 return grabbed_veh_move( dp );
9720 }
9721
9722 if( u.get_grab_type() == OBJECT_FURNITURE ) {
9723 return grabbed_furn_move( dp );
9724 }
9725
9726 add_msg( m_info, _( "Nothing at grabbed point %d,%d,%d or bad grabbed object type." ),
9728 u.grab( OBJECT_NONE );
9729 return false;
9730}
object_type get_grab_type() const
Definition: avatar.cpp:672
bool grabbed_furn_move(const tripoint &dp)
Definition: game.cpp:9527
bool grabbed_veh_move(const tripoint &dp)
Definition: grab.cpp:94
@ OBJECT_FURNITURE
Definition: enums.h:197
@ OBJECT_VEHICLE
Definition: enums.h:193

References _, add_msg(), avatar::get_grab_type(), avatar::grab(), player::grab_point, grabbed_furn_move(), grabbed_veh_move(), m_info, OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, u, tripoint::x, tripoint::y, and tripoint::z.

Referenced by walk_move().

◆ grabbed_veh_move()

bool game::grabbed_veh_move ( const tripoint dp)
private
Strength determines ability to drag vehicles Strength increases speed of dragging vehicles Strength decreases stamina cost of dragging vehicles

Definition at line 94 of file grab.cpp.

95{
96 const optional_vpart_position grabbed_vehicle_vp = m.veh_at( u.pos() + u.grab_point );
97 if( !grabbed_vehicle_vp ) {
98 add_msg( m_info, _( "No vehicle at grabbed point." ) );
100 return false;
101 }
102 vehicle *grabbed_vehicle = &grabbed_vehicle_vp->vehicle();
103 if( !grabbed_vehicle ||
104 !grabbed_vehicle->handle_potential_theft( u ) ) {
105 return false;
106 }
107 const int grabbed_part = grabbed_vehicle_vp->part_index();
108 for( int part_index = 0; part_index < grabbed_vehicle->part_count(); ++part_index ) {
109 monster *mon = grabbed_vehicle->get_pet( part_index );
110 if( mon != nullptr && mon->has_effect( effect_harnessed ) ) {
111 add_msg( m_info, _( "You cannot move this vehicle whilst your %s is harnessed!" ),
112 mon->get_name() );
113 u.grab( OBJECT_NONE );
114 return false;
115 }
116 }
117 const vehicle *veh_under_player = veh_pointer_or_null( m.veh_at( u.pos() ) );
118 if( grabbed_vehicle == veh_under_player ) {
119 u.grab_point = -dp;
120 return false;
121 }
122
123 tripoint dp_veh = -u.grab_point;
124 const tripoint prev_grab = u.grab_point;
125 tripoint next_grab = u.grab_point;
126
127 bool zigzag = false;
128
129 if( dp == prev_grab ) {
130 // We are pushing in the direction of vehicle
131 dp_veh = dp;
132 } else if( std::abs( dp.x + dp_veh.x ) != 2 && std::abs( dp.y + dp_veh.y ) != 2 ) {
133 // Not actually moving the vehicle, don't do the checks
134 u.grab_point = -( dp + dp_veh );
135 return false;
136 } else if( ( dp.x == prev_grab.x || dp.y == prev_grab.y ) &&
137 next_grab.x != 0 && next_grab.y != 0 ) {
138 // Zig-zag (or semi-zig-zag) pull: player is diagonal to vehicle
139 // and moves away from it, but not directly away
140 dp_veh.x = dp.x == -dp_veh.x ? 0 : dp_veh.x;
141 dp_veh.y = dp.y == -dp_veh.y ? 0 : dp_veh.y;
142
143 next_grab = -dp_veh;
144 zigzag = true;
145 } else {
146 // We are pulling the vehicle
147 next_grab = -dp;
148 }
149
150 // Make sure the mass and pivot point are correct
151 grabbed_vehicle->invalidate_mass();
152
153 //vehicle movement: strength check. very strong humans can move about 2,000 kg in a wheelbarrow.
154 // int str_req = grabbed_vehicle->total_mass() / 100_kilogram; //strength required to move vehicle.
155 // for smaller vehicles, offroad_str_req_cap sanity-checks our results.
156 int str_req = std::min( get_vehicle_str_requirement( grabbed_vehicle ),
157 offroad_str_req_cap( grabbed_vehicle ) );
158 int str = u.get_str();
159 if( u.is_mounted() ) {
160 auto mons = u.mounted_creature.get();
161 if( mons->has_flag( MF_RIDEABLE_MECH ) && mons->mech_str_addition() != 0 ) {
162 str = mons->mech_str_addition();
163 }
164 }
165 add_msg( m_debug, "str_req: %d", str_req );
166
167 //final strength check and outcomes
168 ///\EFFECT_STR determines ability to drag vehicles
169 if( str_req <= str ) {
170 if( !grabbed_vehicle->valid_wheel_config() ) {
171 make_scraping_noise( grabbed_vehicle->global_pos3(), str_req * 2 );
172 }
173
174 //calculate exertion factor and movement penalty
175 ///\EFFECT_STR increases speed of dragging vehicles
176 u.moves -= 400 * str_req / std::max( 1, str );
177 ///\EFFECT_STR decreases stamina cost of dragging vehicles
178 u.mod_stamina( -200 * str_req / std::max( 1, str ) );
179 const int ex = dice( 1, 6 ) - 1 + str_req;
180 if( ex > str + 1 ) {
181 // Pain and movement penalty if exertion exceeds character strength
182 add_msg( m_bad, _( "You strain yourself to move the %s!" ), grabbed_vehicle->name );
183 u.moves -= 200;
184 u.mod_pain( 1 );
185 } else if( ex >= str ) {
186 // Movement is slow if exertion nearly equals character strength
187 add_msg( _( "It takes some time to move the %s." ), grabbed_vehicle->name );
188 u.moves -= 200;
189 }
190 } else {
191 u.moves -= 100;
192 add_msg( m_bad, _( "You lack the strength to move the %s" ), grabbed_vehicle->name );
193 return true;
194 }
195
196 std::string blocker_name = _( "errors in movement code" );
197 const auto get_move_dir = [&]( const tripoint & dir, const tripoint & from ) {
198 tileray mdir;
199
200 mdir.init( dir.xy() );
201 grabbed_vehicle->turn( mdir.dir() - grabbed_vehicle->face.dir() );
202 grabbed_vehicle->face = grabbed_vehicle->turn_dir;
203 grabbed_vehicle->precalc_mounts( 1, mdir.dir(), grabbed_vehicle->pivot_point() );
204
205 // Grabbed part has to stay at distance 1 to the player
206 // and in roughly the same direction.
207 const tripoint new_part_pos = grabbed_vehicle->global_pos3() +
208 grabbed_vehicle->part( grabbed_part ).precalc[ 1 ];
209 const tripoint expected_pos = u.pos() + dp + from;
210 const tripoint actual_dir = expected_pos - new_part_pos;
211
212 grabbed_vehicle->adjust_zlevel( 1, dp );
213
214 // Set player location to illegal value so it can't collide with vehicle.
215 const tripoint player_prev = u.pos();
217 std::vector<veh_collision> colls;
218 const bool failed = grabbed_vehicle->collision( colls, actual_dir, true );
219 u.setpos( player_prev );
220 if( !colls.empty() ) {
221 blocker_name = colls.front().target_name;
222 }
223 return failed ? tripoint_zero : actual_dir;
224 };
225
226 // First try the move as intended
227 // But if that fails and the move is a zig-zag, try to recover:
228 // Try to place the vehicle in the position player just left rather than "flattening" the zig-zag
229 tripoint final_dp_veh = get_move_dir( dp_veh, next_grab );
230 if( final_dp_veh == tripoint_zero && zigzag ) {
231 final_dp_veh = get_move_dir( -prev_grab, -dp );
232 next_grab = -dp;
233 }
234
235 if( final_dp_veh == tripoint_zero ) {
236 add_msg( _( "The %s collides with %s." ), grabbed_vehicle->name, blocker_name );
237 u.grab_point = prev_grab;
238 return true;
239 }
240
241 u.grab_point = next_grab;
242
243 m.displace_vehicle( *grabbed_vehicle, final_dp_veh );
244
245 if( grabbed_vehicle ) {
246 grabbed_vehicle->shift_zlevel();
247 grabbed_vehicle->check_falling_or_floating();
248 } else {
249 debugmsg( "Grabbed vehicle disappeared" );
250 return false;
251 }
252
253 for( int p : grabbed_vehicle->wheelcache ) {
254 if( one_in( 2 ) ) {
255 tripoint wheel_p = grabbed_vehicle->global_part_pos3( grabbed_part );
256 grabbed_vehicle->handle_trap( wheel_p, p );
257 }
258 }
259
260 return false;
261
262}
void mod_stamina(int mod)
Definition: character.cpp:7107
bool displace_vehicle(vehicle &veh, const tripoint &dp)
Definition: map.cpp:1183
void init(point ad)
Definition: tileray.cpp:27
units::angle dir() const
Definition: tileray.cpp:74
void turn(units::angle deg)
void adjust_zlevel(int idir=0, const tripoint &offset=tripoint_zero)
tripoint global_pos3() const
Definition: vehicle.cpp:3282
bool valid_wheel_config() const
Definition: vehicle.cpp:4461
std::vector< int > wheelcache
Definition: vehicle.h:1843
void check_falling_or_floating()
point pivot_point() const
Definition: vehicle.cpp:5828
tileray face
Definition: vehicle.h:1973
void invalidate_mass()
Mark mass caches and pivot cache as dirty.
Definition: vehicle.cpp:6972
int part_count() const
Definition: vehicle.cpp:7079
bool collision(std::vector< veh_collision > &colls, const tripoint &dp, bool just_detect, bool bash_floor=false)
void precalc_mounts(int idir, units::angle dir, point pivot)
Definition: vehicle.cpp:3151
monster * get_pet(int p) const
Definition: vehicle.cpp:3263
vehicle_part & part(int part_num)
Definition: vehicle.cpp:7084
void handle_trap(const tripoint &p, int part)
tripoint global_part_pos3(const int &index) const
Get the coordinates of the studied part of the vehicle.
Definition: vehicle.cpp:3287
void shift_zlevel()
units::angle turn_dir
Definition: vehicle.h:1952
static const efftype_id effect_harnessed("harnessed")
auto offroad_str_req_cap(vehicle *veh) -> int
Definition: grab.cpp:41
auto get_vehicle_str_requirement(vehicle *veh) -> int
Definition: grab.cpp:77
auto make_scraping_noise(const tripoint &pos, const int volume) -> void
Definition: grab.cpp:28
static constexpr tripoint tripoint_zero
Definition: point.h:259
int dice(int number, int sides)
Definition: rng.cpp:85
std::array< tripoint, 2 > precalc
mount translated to face.dir [0] and turn_dir [1]
Definition: vehicle.h:372

References _, add_msg(), vehicle::adjust_zlevel(), vehicle::check_falling_or_floating(), vehicle::collision(), debugmsg, dice(), tileray::dir(), map::displace_vehicle(), effect_harnessed, vehicle::face, failed, monster::get_name(), vehicle::get_pet(), Character::get_str(), anonymous_namespace{grab.cpp}::get_vehicle_str_requirement(), vehicle::global_part_pos3(), vehicle::global_pos3(), avatar::grab(), player::grab_point, vehicle::handle_potential_theft(), vehicle::handle_trap(), Creature::has_effect(), tileray::init(), vehicle::invalidate_mass(), Character::is_mounted(), m, m_bad, m_debug, m_info, anonymous_namespace{grab.cpp}::make_scraping_noise(), MF_RIDEABLE_MECH, Character::mod_pain(), Character::mod_stamina(), Character::mounted_creature, Creature::moves, vehicle::name, OBJECT_NONE, anonymous_namespace{grab.cpp}::offroad_str_req_cap(), one_in(), vehicle::part(), vehicle::part_count(), vehicle::pivot_point(), Character::pos(), vehicle_part::precalc, vehicle::precalc_mounts(), Character::setpos(), vehicle::shift_zlevel(), tripoint_zero, vehicle::turn(), vehicle::turn_dir, u, vehicle::valid_wheel_config(), map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by grabbed_move().

◆ handle_action()

bool game::handle_action ( )
private

Definition at line 1527 of file handle_action.cpp.

1528{
1529 std::string action;
1530 input_context ctxt;
1532 user_turn current_turn;
1533 // Check if we have an auto-move destination
1534 if( u.has_destination() ) {
1536 if( act == ACTION_NULL ) {
1537 add_msg( m_info, _( "Auto-move canceled" ) );
1539 return false;
1540 }
1541 } else if( u.has_destination_activity() ) {
1542 // starts destination activity after the player successfully reached his destination
1544 return false;
1545 } else {
1546 // No auto-move, ask player for input
1547 ctxt = get_player_input( action );
1548 }
1549
1550 const optional_vpart_position vp = m.veh_at( u.pos() );
1551 bool veh_ctrl = !u.is_dead_state() &&
1552 ( ( vp && vp->vehicle().player_in_control( u ) ) || remoteveh() != nullptr );
1553
1554 // If performing an action with right mouse button, co-ordinates
1555 // of location clicked.
1556 std::optional<tripoint> mouse_target;
1557
1558 if( uquit == QUIT_WATCH && action == "QUIT" ) {
1559 uquit = QUIT_DIED;
1560 return false;
1561 }
1562
1563 if( act == ACTION_NULL ) {
1565
1566 if( act == ACTION_KEYBINDINGS ) {
1567 // already handled by input context
1568 return false;
1569 }
1570
1571 if( act == ACTION_MAIN_MENU ) {
1572 if( uquit == QUIT_WATCH ) {
1573 return false;
1574 }
1575 // No auto-move actions have or can be set at this point.
1577 destination_preview.clear();
1579 if( act == ACTION_NULL ) {
1580 return false;
1581 }
1582 }
1583
1584 if( act == ACTION_ACTIONMENU ) {
1585 if( uquit == QUIT_WATCH ) {
1586 return false;
1587 }
1588 // No auto-move actions have or can be set at this point.
1590 destination_preview.clear();
1592 if( act == ACTION_NULL ) {
1593 return false;
1594 }
1595#if defined(__ANDROID__)
1596 if( get_option<bool>( "ANDROID_ACTIONMENU_AUTOADD" ) && ctxt.get_category() == "DEFAULTMODE" ) {
1597 add_best_key_for_action_to_quick_shortcuts( act, ctxt.get_category(), false );
1598 }
1599#endif
1600 }
1601
1602 if( act == ACTION_KEYBINDINGS ) {
1604 destination_preview.clear();
1605 act = ctxt.display_menu( true );
1606 if( act == ACTION_NULL ) {
1607 return false;
1608 }
1609 }
1610
1613 }
1614
1615 if( act == ACTION_SELECT || act == ACTION_SEC_SELECT ) {
1616 // Mouse button click
1617 if( veh_ctrl ) {
1618 // No mouse use in vehicle
1619 return false;
1620 }
1621
1622 if( u.is_dead_state() ) {
1623 // do not allow mouse actions while dead
1624 return false;
1625 }
1626
1627 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
1628 if( !mouse_pos ) {
1629 return false;
1630 } else if( !u.sees( *mouse_pos ) ) {
1631 // Not clicked in visible terrain
1632 return false;
1633 }
1634 mouse_target = mouse_pos;
1635
1636 if( act == ACTION_SELECT ) {
1637 // Note: The following has the potential side effect of
1638 // setting auto-move destination state in addition to setting
1639 // act.
1640 if( !try_get_left_click_action( act, *mouse_target ) ) {
1641 return false;
1642 }
1643 } else if( act == ACTION_SEC_SELECT ) {
1644 if( !try_get_right_click_action( act, *mouse_target ) ) {
1645 return false;
1646 }
1647 }
1648 } else if( act != ACTION_TIMEOUT ) {
1649 // act has not been set for an auto-move, so clearing possible
1650 // auto-move destinations. Since initializing an auto-move with
1651 // the mouse may span across multiple actions, we do not clear the
1652 // auto-move destination if the action is only a timeout, as this
1653 // would require the user to double click quicker than the
1654 // timeout delay.
1656 destination_preview.clear();
1657 }
1658 }
1659
1660 if( act == ACTION_NULL ) {
1661 const input_event &&evt = ctxt.get_raw_input();
1662 if( !evt.sequence.empty() ) {
1663 const int ch = evt.get_first_input();
1664 const std::string &&name = inp_mngr.get_keyname( ch, evt.type, true );
1665 if( !get_option<bool>( "NO_UNKNOWN_COMMAND_MSG" ) ) {
1666 add_msg( m_info, _( "Unknown command: \"%s\" (%ld)" ), name, ch );
1667 if( const std::optional<std::string> hint =
1669 add_msg( m_info, _( "%s at any time to see and edit keybindings relevant to "
1670 "the current context." ),
1671 *hint );
1672 }
1673 }
1674 }
1675 return false;
1676 }
1677
1678 // This has no action unless we're in a special game mode.
1679 gamemode->pre_action( act );
1680
1681 int soffset = get_option<int>( "MOVE_VIEW_OFFSET" );
1682
1683 int before_action_moves = u.moves;
1684
1685 // These actions are allowed while deathcam is active. Registered in game::get_player_input
1686 if( uquit == QUIT_WATCH || !u.is_dead_state() ) {
1687 switch( act ) {
1690 break;
1691
1692 case ACTION_CENTER:
1695 break;
1696
1697 case ACTION_SHIFT_N:
1698 case ACTION_SHIFT_NE:
1699 case ACTION_SHIFT_E:
1700 case ACTION_SHIFT_SE:
1701 case ACTION_SHIFT_S:
1702 case ACTION_SHIFT_SW:
1703 case ACTION_SHIFT_W:
1704 case ACTION_SHIFT_NW: {
1705 static const std::map<action_id, std::pair<point, point>> shift_delta = {
1714 };
1716 shift_delta.at( act ).second * soffset : shift_delta.at( act ).first * soffset;
1717 }
1718 break;
1719
1720 case ACTION_LOOK:
1721 look_around();
1722 break;
1723
1724 case ACTION_KEYBINDINGS:
1725 // already handled by input context
1726 break;
1727
1728 default:
1729 break;
1730 }
1731 }
1732
1733 // actions allowed only while alive
1734 if( !u.is_dead_state() ) {
1735 switch( act ) {
1736 case ACTION_NULL:
1737 case NUM_ACTIONS:
1738 break; // dummy entries
1739 case ACTION_ACTIONMENU:
1740 case ACTION_MAIN_MENU:
1741 case ACTION_KEYBINDINGS:
1742 break; // handled above
1743
1744 case ACTION_TIMEOUT:
1745 if( check_safe_mode_allowed( false ) ) {
1747 }
1748 break;
1749
1750 case ACTION_PAUSE:
1751 if( check_safe_mode_allowed() ) {
1753 }
1754 break;
1755
1756 case ACTION_CYCLE_MOVE:
1758 break;
1759
1760 case ACTION_RESET_MOVE:
1762 break;
1763
1764 case ACTION_TOGGLE_RUN:
1766 break;
1767
1770 break;
1771
1774 break;
1775
1776 case ACTION_MOVE_FORTH:
1778 case ACTION_MOVE_RIGHT:
1780 case ACTION_MOVE_BACK:
1782 case ACTION_MOVE_LEFT:
1784 if( !u.get_value( "remote_controlling" ).empty() &&
1788 } else if( veh_ctrl ) {
1789 // vehicle control uses x for steering and y for ac/deceleration,
1790 // so no rotation needed
1792 } else {
1794 if( auto_travel_mode && !u.is_auto_moving() ) {
1795 for( int i = 0; i < SEEX; i++ ) {
1796 tripoint auto_travel_destination( u.posx() + dest_delta.x * ( SEEX - i ),
1797 u.posy() + dest_delta.y * ( SEEX - i ),
1798 u.posz() );
1800 auto_travel_destination,
1802 u.get_path_avoid() );
1803 if( !destination_preview.empty() ) {
1806 break;
1807 }
1808 }
1811 if( dest_next == point_zero ) {
1813 }
1814 dest_delta = dest_next;
1815 }
1816 if( !avatar_action::move( u, m, dest_delta ) ) {
1817 // auto-move should be canceled due to a failed move or obstacle
1819 }
1820 }
1821 break;
1822 case ACTION_MOVE_DOWN:
1823 if( u.is_mounted() ) {
1824 auto mon = u.mounted_creature.get();
1825 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1826 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1827 break;
1828 }
1829 }
1830 if( !u.in_vehicle ) {
1831 vertical_move( -1, false );
1832 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1834 }
1835 break;
1836
1837 case ACTION_MOVE_UP:
1838 if( u.is_mounted() ) {
1839 auto mon = u.mounted_creature.get();
1840 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1841 add_msg( m_info, _( "You can't go down stairs while you're riding." ) );
1842 break;
1843 }
1844 }
1845 if( !u.in_vehicle ) {
1846 vertical_move( 1, false );
1847 } else if( veh_ctrl && vp->vehicle().is_rotorcraft() ) {
1849 } else if( veh_ctrl && vp->vehicle().has_part( "ROTOR" ) &&
1850 !vp->vehicle().has_sufficient_rotorlift() ) {
1851 add_msg( m_bad, _( "The rotors struggle to generate enough lift!" ) );
1852 }
1853 break;
1854
1855 case ACTION_OPEN:
1857 add_msg( m_info, _( "You can't open things while you're in your shell." ) );
1858 } else if( u.is_mounted() ) {
1859 auto mon = u.mounted_creature.get();
1860 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1861 add_msg( m_info, _( "You can't open things while you're riding." ) );
1862 break;
1863 } else {
1864 open();
1865 }
1866 } else {
1867 open();
1868 }
1869 break;
1870
1871 case ACTION_CLOSE:
1873 add_msg( m_info, _( "You can't close things while you're in your shell." ) );
1874 } else if( u.is_mounted() ) {
1875 auto mon = u.mounted_creature.get();
1876 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1877 add_msg( m_info, _( "You can't close things while you're riding." ) );
1878 break;
1879 } else {
1880 close();
1881 }
1882 } else if( mouse_target ) {
1883 doors::close_door( m, u, *mouse_target );
1884 } else {
1885 close();
1886 }
1887 break;
1888
1889 case ACTION_SMASH:
1890 if( veh_ctrl ) {
1891 handbrake();
1892 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
1893 add_msg( m_info, _( "You can't smash things while you're in your shell." ) );
1894 } else {
1895 smash();
1896 }
1897 break;
1898
1899 case ACTION_EXAMINE:
1901 add_msg( m_info, _( "You can't examine your surroundings while you're in your shell." ) );
1902 } else if( mouse_target ) {
1903 examine( *mouse_target );
1904 } else {
1905 examine();
1906 }
1907 break;
1908
1909 case ACTION_ADVANCEDINV:
1911 add_msg( m_info, _( "You can't move mass quantities while you're in your shell." ) );
1912 } else if( u.is_mounted() ) {
1913 add_msg( m_info, _( "You can't move mass quantities while you're riding." ) );
1914 } else {
1916 }
1917 break;
1918
1919 case ACTION_PICKUP:
1921 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1922 } else if( u.is_mounted() ) {
1923 add_msg( m_info, _( "You can't pick anything up while you're riding." ) );
1924 } else if( mouse_target ) {
1925 pickup( *mouse_target );
1926 } else {
1927 pickup();
1928 }
1929 break;
1930
1931 case ACTION_PICKUP_FEET:
1933 add_msg( m_info, _( "You can't pick anything up while you're in your shell." ) );
1934 } else {
1935 pickup_feet();
1936 }
1937 break;
1938
1939 case ACTION_GRAB:
1941 add_msg( m_info, _( "You can't grab things while you're in your shell." ) );
1942 } else if( u.is_mounted() ) {
1943 auto mon = u.mounted_creature.get();
1944 if( !mon->has_flag( MF_RIDEABLE_MECH ) ) {
1945 add_msg( m_info, _( "You can't grab things while you're riding." ) );
1946 break;
1947 } else if( !mon->type->mech_weapon.is_empty() ) {
1948 add_msg( m_info, _( "Your mech doesn't have hands to grab with." ) );
1949 break;
1950 } else {
1951 grab();
1952 }
1953 } else {
1954 grab();
1955 }
1956 break;
1957
1958 case ACTION_HAUL:
1960 add_msg( m_info, _( "You can't haul things while you're in your shell." ) );
1961 } else if( u.is_mounted() ) {
1962 add_msg( m_info, _( "You can't haul things while you're riding." ) );
1963 } else {
1964 haul();
1965 }
1966 break;
1967
1968 case ACTION_BUTCHER:
1970 add_msg( m_info, _( "You can't butcher while you're in your shell." ) );
1971 } else if( u.is_mounted() ) {
1972 add_msg( m_info, _( "You can't butcher while you're riding." ) );
1973 } else {
1974 butcher();
1975 }
1976 break;
1977
1978 case ACTION_CHAT:
1979 chat();
1980 break;
1981
1982 case ACTION_PEEK:
1984 add_msg( m_info, _( "You can't peek around corners while you're in your shell." ) );
1985 } else if( u.is_mounted() ) {
1986 add_msg( m_info, _( "You can't peek around corners while you're riding." ) );
1987 } else {
1988 peek();
1989 }
1990 break;
1991
1992 case ACTION_LIST_ITEMS:
1994 break;
1995
1996 case ACTION_ZONES:
1997 zones_manager();
1998 break;
1999
2000 case ACTION_LOOT:
2001 loot();
2002 break;
2003
2004 case ACTION_INVENTORY:
2006 break;
2007
2008 case ACTION_COMPARE:
2009 game_menus::inv::compare( u, std::nullopt );
2010 break;
2011
2012 case ACTION_ORGANIZE:
2014 break;
2015
2016 case ACTION_USE:
2017 // Shell-users are presumed to be able to mess with their inventories, etc
2018 // while in the shell. Eating, gear-changing, and item use are OK.
2020 break;
2021
2022 case ACTION_USE_WIELDED:
2024 break;
2025
2026 case ACTION_WEAR:
2027 wear();
2028 break;
2029
2030 case ACTION_TAKE_OFF:
2031 takeoff();
2032 break;
2033
2034 case ACTION_EAT:
2035 if( !avatar_action::eat_here( u ) ) {
2037 }
2038 break;
2039
2041 if( !avatar_action::eat_here( u ) ) {
2043 }
2044 break;
2045
2046 case ACTION_READ:
2047 // Shell-users are presumed to have the book just at an opening and read it that way
2048 read();
2049 break;
2050
2051 case ACTION_WIELD:
2053 break;
2054
2055 case ACTION_PICK_STYLE:
2056 u.martial_arts_data->pick_style( u );
2057 break;
2058
2059 case ACTION_RELOAD_ITEM:
2061 break;
2062
2065 break;
2066
2069 break;
2070
2071 case ACTION_UNLOAD:
2073 break;
2074
2075 case ACTION_MEND:
2077 break;
2078
2079 case ACTION_THROW: {
2080 item_location loc;
2081 avatar_action::plthrow( g->u, loc );
2082 break;
2083 }
2084
2085 case ACTION_FIRE:
2086 fire();
2087 break;
2088
2089 case ACTION_CAST_SPELL:
2090 cast_spell();
2091 break;
2092
2093 case ACTION_FIRE_BURST: {
2094 if( u.primary_weapon().gun_set_mode( gun_mode_id( "AUTO" ) ) ) {
2096 }
2097 break;
2098 }
2099
2101 if( u.is_armed() && u.primary_weapon().is_gun() && !u.primary_weapon().is_gunmod() ) {
2102 if( u.primary_weapon().gun_all_modes().size() > 1 ) {
2104 } else {
2105 add_msg( m_info, _( "Your %s has only one firing mode." ), u.primary_weapon().display_name() );
2106 }
2107 }
2108 break;
2109
2111 if( u.is_armed() && u.primary_weapon().is_gun() && !u.primary_weapon().is_gunmod() ) {
2113 }
2114 break;
2115
2116 case ACTION_DROP:
2117 // You CAN drop things to your own tile while in the shell.
2118 drop();
2119 break;
2120
2121 case ACTION_DIR_DROP:
2123 add_msg( m_info, _( "You can't drop things to another tile while you're in your shell." ) );
2124 } else {
2126 }
2127 break;
2128 case ACTION_BIONICS:
2129 show_bionics_ui( u );
2130 break;
2131 case ACTION_MUTATIONS:
2133 break;
2134
2135 case ACTION_SORT_ARMOR:
2137 break;
2138
2139 case ACTION_WAIT:
2140 wait();
2141 break;
2142
2143 case ACTION_CRAFT:
2145 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2146 } else if( u.is_mounted() ) {
2147 add_msg( m_info, _( "You can't craft while you're riding." ) );
2148 } else {
2149 u.craft();
2150 }
2151 break;
2152
2153 case ACTION_RECRAFT:
2155 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2156 } else if( u.is_mounted() ) {
2157 add_msg( m_info, _( "You can't craft while you're riding." ) );
2158 } else {
2159 u.recraft();
2160 }
2161 break;
2162
2163 case ACTION_LONGCRAFT:
2165 add_msg( m_info, _( "You can't craft while you're in your shell." ) );
2166 } else if( u.is_mounted() ) {
2167 add_msg( m_info, _( "You can't craft while you're riding." ) );
2168 } else {
2169 u.long_craft();
2170 }
2171 break;
2172
2173 case ACTION_DISASSEMBLE:
2174 if( u.controlling_vehicle ) {
2175 add_msg( m_info, _( "You can't disassemble items while driving." ) );
2176 } else if( u.is_mounted() ) {
2177 add_msg( m_info, _( "You can't disassemble items while you're riding." ) );
2178 } else {
2180 }
2181 break;
2182
2183 case ACTION_CONSTRUCT:
2184 if( u.in_vehicle ) {
2185 add_msg( m_info, _( "You can't construct while in a vehicle." ) );
2186 } else if( u.has_active_mutation( trait_SHELL2 ) ) {
2187 add_msg( m_info, _( "You can't construct while you're in your shell." ) );
2188 } else if( u.is_mounted() ) {
2189 add_msg( m_info, _( "You can't construct while you're riding." ) );
2190 } else {
2191 construction_menu( false );
2192 }
2193 break;
2194
2195 case ACTION_SLEEP:
2196 if( veh_ctrl ) {
2197 add_msg( m_info, _( "Vehicle control has moved, %s" ),
2198 press_x( ACTION_CONTROL_VEHICLE, _( "new binding is " ),
2199 _( "new default binding is '^'." ) ) );
2200 } else {
2201 sleep();
2202 }
2203 break;
2204
2207 add_msg( m_info, _( "You can't operate a vehicle while you're in your shell." ) );
2208 } else if( u.is_mounted() ) {
2209 u.dismount();
2210 } else {
2212 }
2213 break;
2214
2217 add_msg( m_info, auto_travel_mode ? _( "Auto travel mode ON!" ) : _( "Auto travel mode OFF!" ) );
2218 break;
2219
2221 if( safe_mode == SAFE_MODE_OFF ) {
2223 mostseen = 0;
2224 add_msg( m_info, _( "Safe mode ON!" ) );
2225 } else {
2228 add_msg( m_info, get_option<bool>( "AUTOSAFEMODE" )
2229 ? _( "Safe mode OFF! (Auto safe mode still enabled!)" ) : _( "Safe mode OFF!" ) );
2230 }
2234 }
2235 break;
2236
2238 auto &autosafemode_option = get_options().get_option( "AUTOSAFEMODE" );
2239 add_msg( m_info, autosafemode_option.value_as<bool>()
2240 ? _( "Auto safe mode OFF!" ) : _( "Auto safe mode ON!" ) );
2241 autosafemode_option.setNext();
2242 break;
2243 }
2244
2246 if( safe_mode == SAFE_MODE_STOP ) {
2247 add_msg( m_info, _( "Ignoring enemy!" ) );
2248 for( auto &elem : u.get_mon_visible().new_seen_mon ) {
2249 monster &critter = *elem;
2250 critter.ignoring = rl_dist( u.pos(), critter.pos() );
2251 }
2253 } else if( u.has_effect( effect_laserlocked ) ) {
2254 if( u.has_trait( trait_PROF_CHURL ) ) {
2255 add_msg( m_warning, _( "You make the sign of the cross." ) );
2256 } else {
2257 add_msg( m_info, _( "Ignoring laser targeting!" ) );
2258 }
2261 }
2262 break;
2263
2265 if( safe_mode == SAFE_MODE_STOP && !get_safemode().empty() ) {
2267 add_msg( m_info, _( "Creature whitelisted: %s" ), get_safemode().lastmon_whitelist );
2269 mostseen = 0;
2270 } else {
2271 get_safemode().show();
2272 }
2273 break;
2274
2275 case ACTION_SUICIDE:
2276 if( query_yn( _( "Commit suicide?" ) ) ) {
2277 if( query_yn( _( "REALLY commit suicide?" ) ) ) {
2278 u.apply_damage( &u, body_part_head, 99999 );
2279 u.moves = 0;
2280 u.place_corpse();
2282 }
2283 }
2284 break;
2285
2286 case ACTION_SAVE:
2287 if( query_yn( _( "Save and quit?" ) ) ) {
2288 if( save() ) {
2289 u.moves = 0;
2290 uquit = QUIT_SAVED;
2291 }
2292 }
2293 break;
2294
2295 case ACTION_QUICKSAVE:
2296 quicksave();
2297 return false;
2298
2299 case ACTION_QUICKLOAD:
2300 quickload();
2301 return false;
2302
2303 case ACTION_PL_INFO:
2305 break;
2306
2307 case ACTION_MAP:
2309 break;
2310
2311 case ACTION_SKY:
2312 if( m.is_outside( u.pos() ) ) {
2314 } else {
2315 add_msg( m_info, _( "You can't see the sky from here." ) );
2316 }
2317 break;
2318
2319 case ACTION_MISSIONS:
2320 list_missions();
2321 break;
2322
2323 case ACTION_SCORES:
2325 break;
2326
2327 case ACTION_DIARY:
2329 break;
2330
2331 case ACTION_FACTIONS:
2332 faction_manager_ptr->display();
2333 break;
2334
2335 case ACTION_MORALE:
2336 u.disp_morale();
2337 break;
2338
2339 case ACTION_MESSAGES:
2341 break;
2342
2343 case ACTION_HELP:
2345 break;
2346
2347 case ACTION_OPTIONS:
2348 get_options().show( true );
2349 break;
2350
2351 case ACTION_AUTOPICKUP:
2353 break;
2354
2355 case ACTION_AUTONOTES:
2357 break;
2358
2359 case ACTION_SAFEMODE:
2360 get_safemode().show();
2361 break;
2362
2365 break;
2366
2367 case ACTION_COLOR:
2368 all_colors.show_gui();
2369 break;
2370
2371 case ACTION_WORLD_MODS:
2372 world_generator->show_active_world_mods( world_generator->active_world->active_mod_order );
2373 break;
2374
2375 case ACTION_DEBUG:
2377 break; //don't do anything when sharing and not debugger
2378 }
2380 break;
2381
2384 break;
2385
2388 break;
2389
2392 break;
2393
2395 reload_tileset( []( std::string str ) {
2396 DebugLog( DL::Info, DC::Main ) << str;
2397 } );
2398 break;
2399
2401 get_options().get_option( "AUTO_FEATURES" ).setNext();
2402 get_options().save();
2403 //~ Auto Features are now ON/OFF
2404 add_msg( _( "%s are now %s." ),
2405 get_options().get_option( "AUTO_FEATURES" ).getMenuText(),
2406 get_option<bool>( "AUTO_FEATURES" ) ? _( "ON" ) : _( "OFF" ) );
2407 break;
2408
2410 get_options().get_option( "AUTO_PULP_BUTCHER" ).setNext();
2411 get_options().save();
2412 //~ Auto Pulp/Pulp Adjacent/Butcher is now set to x
2413 add_msg( _( "%s is now set to %s." ),
2414 get_options().get_option( "AUTO_PULP_BUTCHER" ).getMenuText(),
2415 get_options().get_option( "AUTO_PULP_BUTCHER" ).getValueName() );
2416 break;
2417
2419 get_options().get_option( "AUTO_MINING" ).setNext();
2420 get_options().save();
2421 //~ Auto Mining is now ON/OFF
2422 add_msg( _( "%s is now %s." ),
2423 get_options().get_option( "AUTO_MINING" ).getMenuText(),
2424 get_option<bool>( "AUTO_MINING" ) ? _( "ON" ) : _( "OFF" ) );
2425 break;
2426
2428 if( g->u.get_value( "THIEF_MODE" ) == "THIEF_ASK" ) {
2429 u.set_value( "THIEF_MODE", "THIEF_HONEST" );
2430 u.set_value( "THIEF_MODE_KEEP", "YES" );
2431 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2432 add_msg( _( "You will not pick up other peoples belongings." ) );
2433 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_HONEST" ) {
2434 u.set_value( "THIEF_MODE", "THIEF_STEAL" );
2435 u.set_value( "THIEF_MODE_KEEP", "YES" );
2436 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2437 add_msg( _( "You will pick up also those things that belong to others!" ) );
2438 } else if( g->u.get_value( "THIEF_MODE" ) == "THIEF_STEAL" ) {
2439 u.set_value( "THIEF_MODE", "THIEF_ASK" );
2440 u.set_value( "THIEF_MODE_KEEP", "NO" );
2441 //~ Thief mode cycled between THIEF_ASK/THIEF_HONEST/THIEF_STEAL
2442 add_msg( _( "You will be reminded not to steal." ) );
2443 } else {
2444 // ERROR
2445 add_msg( _( "THIEF_MODE CONTAINED BAD VALUE [ %s ]!" ), g->u.get_value( "THIEF_MODE" ) );
2446 }
2447 break;
2448
2450 get_options().get_option( "AUTO_FORAGING" ).setNext();
2451 get_options().save();
2452 //~ Auto Foraging is now set to x
2453 add_msg( _( "%s is now set to %s." ),
2454 get_options().get_option( "AUTO_FORAGING" ).getMenuText(),
2455 get_options().get_option( "AUTO_FORAGING" ).getValueName() );
2456 break;
2457
2459 get_options().get_option( "AUTO_PICKUP" ).setNext();
2460 get_options().save();
2461 //~ Auto pickup is now set to x
2462 add_msg( _( "%s is now set to %s." ),
2463 get_options().get_option( "AUTO_PICKUP" ).getMenuText(),
2464 get_options().get_option( "AUTO_PICKUP" ).getValueName() );
2465 break;
2466
2469 break; //don't do anything when sharing and not debugger
2470 }
2471 display_scent();
2472 break;
2473
2476 break; //don't do anything when sharing and not debugger
2477 }
2478 display_scent();
2479 break;
2480
2483 break; //don't do anything when sharing and not debugger
2484 }
2486 break;
2489 break; //don't do anything when sharing and not debugger
2490 }
2492 break;
2495 break; //don't do anything when sharing and not debugger
2496 }
2498 break;
2499
2502 break; //don't do anything when sharing and not debugger
2503 }
2505 break;
2506
2509 break; //don't do anything when sharing and not debugger
2510 }
2512 break;
2513
2516 break; //don't do anything when sharing and not debugger
2517 }
2519 break;
2520
2522 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
2523 break;
2524
2527 break;
2528
2531 break; //don't do anything when sharing and not debugger
2532 }
2534 if( debug_mode ) {
2535 add_msg( m_info, _( "Debug mode ON!" ) );
2536 } else {
2537 add_msg( m_info, _( "Debug mode OFF!" ) );
2538 }
2539 break;
2540
2541 case ACTION_ZOOM_IN:
2542 zoom_in();
2544 break;
2545
2546 case ACTION_ZOOM_OUT:
2547 zoom_out();
2549 break;
2550
2551 case ACTION_ITEMACTION:
2553 break;
2554
2555 case ACTION_AUTOATTACK:
2557 break;
2558
2559 default:
2560 break;
2561 }
2562 }
2563 if( act != ACTION_TIMEOUT ) {
2564 u.mod_moves( -current_turn.moves_elapsed() );
2565 }
2566 gamemode->post_action( act );
2567
2568 u.movecounter = ( !u.is_dead_state() ? ( before_action_moves - u.moves ) : 0 );
2569 dbg( DL::Info ) << string_format( "%s: [%d] %d - %d = %d", action_ident( act ),
2570 to_turn<int>( calendar::turn ), before_action_moves, u.movecounter, u.moves );
2571 return ( !u.is_dead_state() );
2572}
bool can_action_change_worldstate(const action_id act)
Lookup whether an action can affect the state of the game world.
Definition: action.cpp:353
action_id look_up_action(const std::string &ident)
Lookup an action ID by its unique string identifier.
Definition: action.cpp:424
action_id handle_main_menu()
Show in-game main menu.
Definition: action.cpp:912
point get_delta_from_movement_action(const action_id act, const iso_rotate rot)
Definition: action.cpp:513
std::optional< std::string > press_x_if_bound(action_id act)
Definition: action.cpp:475
action_id handle_action_menu()
Show the action menu.
Definition: action.cpp:688
@ ACTION_SAFEMODE
Open safemode manager.
Definition: action.h:263
@ ACTION_PEEK
Peek through something (e.g.
Definition: action.h:117
@ ACTION_OPEN
Open an item (e.g.
Definition: action.h:95
@ ACTION_CRAFT
Open crafting menu.
Definition: action.h:195
@ ACTION_DROP
Open the drop-item menu.
Definition: action.h:177
@ ACTION_READ
Open the read menu.
Definition: action.h:149
@ ACTION_TOGGLE_AUTO_PICKUP
Turn auto pickup on/off.
Definition: action.h:309
@ ACTION_MOVE_BACK_LEFT
Move towards bottom-left of screen / decelerate and steer left.
Definition: action.h:47
@ ACTION_ZOOM_IN
Zoom view out.
Definition: action.h:287
@ ACTION_EAT
Open the default consume item menu.
Definition: action.h:145
@ ACTION_SMASH
Smash something.
Definition: action.h:99
@ ACTION_ADVANCEDINV
Open the advanced inventory screen.
Definition: action.h:131
@ ACTION_QUICKSAVE
Quicksave the game.
Definition: action.h:223
@ ACTION_HELP
Display help screen.
Definition: action.h:249
@ ACTION_MESSAGES
Display messages screen.
Definition: action.h:247
@ ACTION_ZONES
Open the zone manager.
Definition: action.h:121
@ ACTION_TOGGLE_PIXEL_MINIMAP
Turn pixel minimap on/off.
Definition: action.h:293
@ ACTION_USE
Open the use menu.
Definition: action.h:137
@ ACTION_QUICKLOAD
Quickload the game.
Definition: action.h:225
@ ACTION_LIST_ITEMS
List items and monsters in a given square.
Definition: action.h:119
@ ACTION_DEBUG
Open debug menu.
Definition: action.h:277
@ ACTION_OPTIONS
Display options window.
Definition: action.h:257
@ ACTION_MOVE_FORTH
Move towards top of screen / accelerate.
Definition: action.h:37
@ ACTION_PICK_STYLE
Open the martial-arts style menu.
Definition: action.h:153
@ ACTION_CONSTRUCT
Open construct menu.
Definition: action.h:201
@ ACTION_MOVE_FORTH_RIGHT
Move towards top-right of screen / accelerate and steer right.
Definition: action.h:39
@ ACTION_SORT_ARMOR
Open the armor sorting menu.
Definition: action.h:185
@ ACTION_OPEN_CONSUME
Open the custom consume item menu.
Definition: action.h:147
@ ACTION_MORALE
Display morale effects screen.
Definition: action.h:245
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:20
@ ACTION_RESET_MOVE
Reset movement mode to walk
Definition: action.h:59
@ ACTION_CHAT
Chat with something.
Definition: action.h:113
@ ACTION_RELOAD_WIELDED
Attempt to reload wielded object.
Definition: action.h:159
@ ACTION_MOVE_DOWN
Descend a staircase.
Definition: action.h:53
@ ACTION_MISSIONS
Display missions screen.
Definition: action.h:239
@ ACTION_AUTONOTES
Open autonotes manager.
Definition: action.h:261
@ ACTION_WIELD
Open the wield menu.
Definition: action.h:151
@ ACTION_THROW
Open the throw menu.
Definition: action.h:165
@ ACTION_TOGGLE_AUTO_MINING
Turn auto mining on/off.
Definition: action.h:305
@ ACTION_INVENTORY
Open the primary inventory screen.
Definition: action.h:129
@ ACTION_TOGGLE_AUTOSAFE
Turn automatic triggering of safemode on/off.
Definition: action.h:213
@ ACTION_OPEN_MOVEMENT
Open movement mode menu.
Definition: action.h:65
@ ACTION_COMPARE
Open the item compare screen.
Definition: action.h:133
@ ACTION_SCORES
Display scores screen.
Definition: action.h:241
@ ACTION_BUTCHER
Butcher or disassemble objects in current square.
Definition: action.h:111
@ ACTION_SEC_SELECT
Click on a point with secondary mouse button (usually right button)
Definition: action.h:27
@ ACTION_TOGGLE_CROUCH
Toggle crouch on/off.
Definition: action.h:63
@ ACTION_TOGGLE_HOUR_TIMER
Toggle timing of the game hours.
Definition: action.h:325
@ ACTION_SELECT
Click on a point with primary mouse button (usually left button)
Definition: action.h:25
@ ACTION_MAIN_MENU
Display main menu.
Definition: action.h:251
@ ACTION_DISPLAY_SUBMAP_GRID
Toggle submap grid overlay.
Definition: action.h:323
@ ACTION_WAIT
Open wait menu.
Definition: action.h:193
@ ACTION_ACTIONMENU
Open the action menu.
Definition: action.h:289
@ ACTION_DISASSEMBLE
Open disassemble menu.
Definition: action.h:203
@ ACTION_LOOT
Sort out the loot.
Definition: action.h:123
@ ACTION_TOGGLE_FULLSCREEN
Toggle full-screen mode.
Definition: action.h:275
@ ACTION_MAP
Display over-map.
Definition: action.h:235
@ ACTION_MEND
Open the mending menu (e.g.
Definition: action.h:163
@ ACTION_TOGGLE_THIEF_MODE
Toggle permanent attitude to stealing.
Definition: action.h:215
@ ACTION_USE_WIELDED
Use currently wielded item.
Definition: action.h:139
@ ACTION_PL_INFO
Display player status screen.
Definition: action.h:233
@ ACTION_DISPLAY_SCENT_TYPE
Toggle scent type map.
Definition: action.h:281
@ ACTION_TOGGLE_AUTO_FORAGING
Turn auto foraging on/off.
Definition: action.h:307
@ ACTION_FIRE_BURST
Burst-fire the current weapon.
Definition: action.h:169
@ ACTION_BIONICS
Open the bionics menu.
Definition: action.h:181
@ ACTION_CONTROL_VEHICLE
Open vehicle control menu.
Definition: action.h:207
@ ACTION_SAVE
Save the game and quit.
Definition: action.h:221
@ ACTION_MOVE_UP
Ascend a staircase.
Definition: action.h:55
@ ACTION_TOGGLE_PANEL_ADM
Turn admin panel on/off.
Definition: action.h:295
@ ACTION_TOGGLE_AUTO_PULP_BUTCHER
Change auto pulp/butcher mode.
Definition: action.h:303
@ ACTION_TOGGLE_AUTO_TRAVEL_MODE
Turn auto travel mode on/off.
Definition: action.h:209
@ ACTION_COLOR
Open color manager.
Definition: action.h:265
@ ACTION_TIMEOUT
Input timeout.
Definition: action.h:35
@ ACTION_TOGGLE_RUN
Toggle run on/off.
Definition: action.h:61
@ ACTION_FACTIONS
Display factions screen.
Definition: action.h:243
@ ACTION_GRAB
Grab or let go of an object.
Definition: action.h:107
@ ACTION_MOVE_BACK
Move towards bottom of screen / decelerate.
Definition: action.h:45
@ ACTION_CAST_SPELL
Cast a spell (only if any spells are known)
Definition: action.h:175
@ ACTION_DIR_DROP
Drop items in a given direction.
Definition: action.h:179
@ ACTION_AUTOATTACK
Auto select and attack hostile creature within range.
Definition: action.h:187
@ ACTION_CYCLE_MOVE
Cycle run/walk/crouch mode.
Definition: action.h:57
@ ACTION_SKY
Show sky state for trying to predict weather.
Definition: action.h:237
@ ACTION_FIRE
Fire the wielded weapon, or open fire menu if none.
Definition: action.h:167
@ ACTION_PAUSE
Pause an on-going activity.
Definition: action.h:33
@ ACTION_MOVE_BACK_RIGHT
Move towards bottom-right of screen / decelerate and steer right.
Definition: action.h:43
@ ACTION_MUTATIONS
Open the mutations menu.
Definition: action.h:183
@ ACTION_HAUL
Haul pile of items, or let go of them.
Definition: action.h:109
@ ACTION_MOVE_RIGHT
Move / steer right.
Definition: action.h:41
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:205
@ ACTION_ITEMACTION
Open the item uses menu.
Definition: action.h:291
@ ACTION_MOVE_LEFT
Move / steer left.
Definition: action.h:49
@ ACTION_SELECT_DEFAULT_AMMO
Change default ammo for current weapon.
Definition: action.h:173
@ ACTION_AUTOPICKUP
Open autopickup manager.
Definition: action.h:259
@ ACTION_SUICIDE
Commit suicide.
Definition: action.h:227
@ NUM_ACTIONS
Not an action, serves as count of enumerated actions.
Definition: action.h:327
@ ACTION_ZOOM_OUT
Zoom view in.
Definition: action.h:285
@ ACTION_SELECT_FIRE_MODE
Change fire mode of the current weapon.
Definition: action.h:171
@ ACTION_UNLOAD
Open the unload item (e.g.
Definition: action.h:161
@ ACTION_RECRAFT
Repeat last craft command.
Definition: action.h:197
@ ACTION_TAKE_OFF
Open the take-off clothing selection menu.
Definition: action.h:143
@ ACTION_PICKUP_FEET
Pick up items from current square.
Definition: action.h:105
@ ACTION_TOGGLE_AUTO_FEATURES
Turn auto features on/off.
Definition: action.h:301
@ ACTION_WORLD_MODS
Open active world mods.
Definition: action.h:267
@ ACTION_TOGGLE_DEBUG_MODE
Toggle debug mode.
Definition: action.h:283
@ ACTION_ORGANIZE
Swap inventory letters.
Definition: action.h:135
@ ACTION_MOVE_FORTH_LEFT
Move towards top-left of screen / accelerate and steer left.
Definition: action.h:51
@ ACTION_RELOAD_TILESET
Reload current tileset.
Definition: action.h:299
@ ACTION_CLOSE
Close an item (e.g.
Definition: action.h:97
@ ACTION_RELOAD_WEAPON
Attempt to reload wielded weapon, then fall back to the load item select menu.
Definition: action.h:157
@ ACTION_RELOAD_ITEM
Open the load item (e.g.
Definition: action.h:155
@ ACTION_PICKUP
Pick up items from current/adjacent squares.
Definition: action.h:103
@ ACTION_LONGCRAFT
Open batch crafting menu.
Definition: action.h:199
@ ACTION_DISTRACTION_MANAGER
Open distraction manager.
Definition: action.h:269
@ ACTION_WEAR
Open the wear clothing selection menu.
Definition: action.h:141
@ ACTION_DIARY
Display diary window.
Definition: action.h:253
void create_advanced_inv()
void show_armor_layers_ui(Character &who)
auto_notes::auto_note_settings & get_auto_notes_settings()
Definition: auto_note.cpp:386
auto_pickup::player_settings & get_auto_pickup()
Definition: auto_pickup.cpp:38
void show_bionics_ui(Character &who)
Definition: bionics_ui.cpp:537
const bodypart_str_id body_part_head("head")
bool tile_iso
Using isometric tileset.
bool debug_mode
Extended debugging mode, can be toggled during game.
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:365
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1588
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2507
void place_corpse()
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9952
bool has_destination_activity() const
bool is_auto_moving() const
void start_destination_activity()
action_id get_next_auto_move_direction()
item & primary_weapon()
Legacy code hack, don't use.
Definition: melee.cpp:166
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9966
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:205
void dismount()
Definition: character.cpp:1184
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1352
std::string get_value(const std::string &key) const
Definition: creature.cpp:1362
void mod_moves(int nmoves)
Definition: creature.cpp:1429
void cycle_move_mode()
Definition: avatar.cpp:1187
void toggle_map_memory()
Definition: avatar.cpp:122
void toggle_crouch_mode()
Definition: avatar.cpp:1171
void toggle_run_mode()
Definition: avatar.cpp:1162
void disp_morale()
Provides the window and detailed morale data.
Definition: avatar.cpp:1001
void reset_move_mode()
Definition: avatar.cpp:1180
static void show_diary_ui(diary *c_diary)
Definition: diary_ui.cpp:164
void item_action_menu()
void display_radiation()
Definition: game.cpp:11277
void list_missions()
Definition: mission_ui.cpp:22
input_context get_player_input(std::string &action)
bool try_get_left_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2294
void set_safe_mode(safe_mode_type mode)
Definition: game.cpp:8634
void reload_tileset(std::function< void(std::string)> out)
Definition: game.cpp:429
void pickup_feet()
Definition: game.cpp:5634
void zones_manager()
Definition: game.cpp:6107
int turnssincelastmon
Definition: game.h:1020
void display_visibility()
Definition: game.cpp:11191
void display_scent()
Definition: game.cpp:11156
bool save()
Returns false if saving failed.
Definition: game.cpp:2729
void butcher()
Definition: game.cpp:8316
void display_temperature()
Definition: game.cpp:11177
bool auto_travel_mode
Definition: game.h:1017
void zoom_out()
Definition: game.cpp:7057
void toggle_pixel_minimap()
Definition: game.cpp:418
void toggle_debug_hour_timer()
Definition: game.cpp:11223
void display_transparency()
Definition: game.cpp:11284
void list_items_monsters()
Definition: game.cpp:7235
void chat()
Definition: npctalk.cpp:396
void quickload()
Definition: game.cpp:11319
void pickup()
Definition: game.cpp:5612
void vertical_move(int z, bool force, bool peeking=false)
Moves the player vertically.
Definition: game.cpp:9989
void open_consume_item_menu()
void display_lighting()
Definition: game.cpp:11251
void control_vehicle()
Definition: game.cpp:5166
void peek()
Definition: game.cpp:5641
void drop()
Definition: game.cpp:8054
bool try_get_right_click_action(action_id &act, const tripoint &mouse_target)
Definition: game.cpp:2322
bool check_safe_mode_allowed(bool repeat_safe_mode_warnings=true)
Check whether movement is allowed according to safe mode settings.
Definition: game.cpp:8572
void zoom_in()
Definition: game.cpp:7069
void toggle_fullscreen()
Definition: game.cpp:408
void display_vehicle_ai()
Definition: game.cpp:11184
void mark_main_ui_adaptor_resize() const
Definition: game.cpp:2980
void drop_in_direction()
Definition: game.cpp:8059
void display_help()
Definition: help.cpp:140
input_event get_raw_input()
Temporary method to retrieve the raw input received, so that input_contexts can be used in screens wh...
Definition: input.cpp:1293
action_id display_menu(bool permit_execute_action=false)
Displays the possible actions in the current context and their keybindings.
Definition: input.cpp:993
std::optional< tripoint > get_coordinates(const catacurses::window &capture_win_)
Get the coordinates associated with the last mouse click (if any).
Definition: input.cpp:1332
std::string get_keyname(int ch, input_event_t inp_type, bool portable=false) const
Get the key name associated with the given keyboard keycode.
Definition: input.cpp:410
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6542
void gun_cycle_mode()
Switch to the next available firing mode.
Definition: item.cpp:7936
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4845
bool is_gunmod() const
Definition: item.cpp:6572
std::map< gun_mode_id, gun_mode > gun_all_modes() const
Get all possible modes for this gun inclusive of any attached gunmods.
Definition: item.cpp:7855
bool gun_set_mode(const gun_mode_id &mode)
Try to set the mode for a gun, returning false if no such mode is possible.
Definition: item.cpp:7927
bool is_outside(const tripoint &p) const
Definition: map.cpp:2625
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
const tripoint & pos() const override
Definition: monster.cpp:252
short ignoring
Definition: monster.h:505
cOpt & get_option(const std::string &name)
Definition: options.cpp:3386
std::string show(bool ingame=false, bool world_options_only=false, const std::function< bool()> &on_quit=nullptr)
Definition: options.cpp:2763
void show_adm()
Definition: panels.cpp:2298
void craft(const tripoint &loc=tripoint_zero)
Start various types of crafts.
Definition: crafting.cpp:341
int movecounter
Definition: player.h:247
void recraft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:352
void long_craft(const tripoint &loc=tripoint_zero)
Definition: crafting.cpp:361
void add_rule(const std::string &rule_in, Creature::Attitude attitude_in, int proximity_in, rule_state state_in)
void show()
Definition: safemode_ui.cpp:39
int moves_elapsed()
#define all_colors
Definition: color.h:15
std::optional< construction_id > construction_menu(const bool blueprint)
@ Info
Information (default: enabled).
@ Main
Generic messages related to game startup and operation.
#define DebugLog(lev, cl)
DebugLog.
Definition: debug.h:274
@ RULE_WHITELISTED
Definition: enums.h:53
@ SAFE_MODE_OFF
Definition: game.h:77
@ QUIT_SAVED
Definition: game.h:70
static void open_movement_mode_menu()
static void smash()
static void open()
static void rcdrive(point d)
#define dbg(x)
static void takeoff()
static void read()
static void wait()
static const efftype_id effect_laserlocked("laserlocked")
static void wear()
static void close()
static const bionic_id bio_remote("bio_remote")
static void pldrive(const tripoint &p)
static void haul()
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_PROF_CHURL("PROF_CHURL")
static void cast_spell()
static void loot()
static void fire()
static void grab()
static const itype_id itype_radiocontrol("radiocontrol")
help & get_help()
Definition: help.cpp:30
void show_mutations_ui(Character &who)
bool isDebugger()
Definition: mapsharing.cpp:65
bool isCompetitive()
Definition: mapsharing.cpp:35
void reload_wielded(bool prompt=false)
Reload wielded item.
void reload_item()
Prompt to reload some item.
void use_item(avatar &you, item_location &loc)
bool eat_here(avatar &you)
void wield()
Prompt to wield some item.
void plthrow(avatar &you, item_location loc, const std::optional< tripoint > &blind_throw_from_pos=std::nullopt)
void autoattack(avatar &you, map &m)
void eat(avatar &you)
Eat food or fuel 'E' (or 'a')
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void reload_weapon(bool try_everything=true)
Reload a wielded gun/tool.
void mend(avatar &you, item_location loc)
void unload(avatar &you)
Prompts to unload some item.
void use_item(avatar &you, item_location loc)
Use a tool at given location.
void disp_info(Character &ch)
Handles and displays detailed character info for the '@' screen.
void do_pause(Character &who)
Do pause action ('.
void debug()
void close_door(map &m, Character &who, const tripoint &closep)
Handles deducting moves, printing messages (only non-NPCs cause messages), actually closing it,...
Definition: gates.cpp:256
void common(avatar &you)
void compare(player &p, const std::optional< tripoint > &offset)
void swap_letters(player &p)
void prompt_select_default_ammo_for(avatar &u, const item &w)
Prompts to select default ammo compatible with provided gun.
Definition: ranged.cpp:3805
void display_visible_weather()
Display overmap like with display() and display the weather that is within line of sight.
void display()
Display overmap centered at the player's position.
options_manager & get_options()
Definition: options.cpp:141
T get_option(const std::string &name)
Definition: options.h:368
static constexpr point point_south_west
Definition: point.h:267
static constexpr point point_north_east
Definition: point.h:263
static constexpr point point_north_west
Definition: point.h:269
@ sleep
Will recharge only when character is asleep.
An instance of an input, like a keypress etc.
Definition: input.h:91
std::vector< int > sequence
Definition: input.h:97
int get_first_input() const
Definition: input.cpp:100
input_event_t type
Definition: input.h:92
void handbrake()

References _, Creature::A_ANY, achievements_tracker_ptr, act, action, ACTION_ACTIONMENU, ACTION_ADVANCEDINV, ACTION_AUTOATTACK, ACTION_AUTONOTES, ACTION_AUTOPICKUP, ACTION_BIONICS, ACTION_BUTCHER, ACTION_CAST_SPELL, ACTION_CENTER, ACTION_CHAT, ACTION_CLOSE, ACTION_COLOR, ACTION_COMPARE, ACTION_CONSTRUCT, ACTION_CONTROL_VEHICLE, ACTION_CRAFT, ACTION_CYCLE_MOVE, ACTION_DEBUG, ACTION_DIARY, ACTION_DIR_DROP, ACTION_DISASSEMBLE, ACTION_DISPLAY_LIGHTING, ACTION_DISPLAY_RADIATION, ACTION_DISPLAY_SCENT, ACTION_DISPLAY_SCENT_TYPE, ACTION_DISPLAY_SUBMAP_GRID, ACTION_DISPLAY_TEMPERATURE, ACTION_DISPLAY_TRANSPARENCY, ACTION_DISPLAY_VEHICLE_AI, ACTION_DISPLAY_VISIBILITY, ACTION_DISTRACTION_MANAGER, ACTION_DROP, ACTION_EAT, ACTION_EXAMINE, ACTION_FACTIONS, ACTION_FIRE, ACTION_FIRE_BURST, ACTION_GRAB, ACTION_HAUL, ACTION_HELP, action_ident(), ACTION_IGNORE_ENEMY, ACTION_INVENTORY, ACTION_ITEMACTION, ACTION_KEYBINDINGS, ACTION_LIST_ITEMS, ACTION_LONGCRAFT, ACTION_LOOK, ACTION_LOOT, ACTION_MAIN_MENU, ACTION_MAP, ACTION_MEND, ACTION_MESSAGES, ACTION_MISSIONS, ACTION_MORALE, ACTION_MOVE_BACK, ACTION_MOVE_BACK_LEFT, ACTION_MOVE_BACK_RIGHT, ACTION_MOVE_DOWN, ACTION_MOVE_FORTH, ACTION_MOVE_FORTH_LEFT, ACTION_MOVE_FORTH_RIGHT, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_UP, ACTION_MUTATIONS, ACTION_NULL, ACTION_OPEN, ACTION_OPEN_CONSUME, ACTION_OPEN_MOVEMENT, ACTION_OPTIONS, ACTION_ORGANIZE, ACTION_PAUSE, ACTION_PEEK, ACTION_PICK_STYLE, ACTION_PICKUP, ACTION_PICKUP_FEET, ACTION_PL_INFO, ACTION_QUICKLOAD, ACTION_QUICKSAVE, ACTION_READ, ACTION_RECRAFT, ACTION_RELOAD_ITEM, ACTION_RELOAD_TILESET, ACTION_RELOAD_WEAPON, ACTION_RELOAD_WIELDED, ACTION_RESET_MOVE, ACTION_SAFEMODE, ACTION_SAVE, ACTION_SCORES, ACTION_SEC_SELECT, ACTION_SELECT, ACTION_SELECT_DEFAULT_AMMO, ACTION_SELECT_FIRE_MODE, ACTION_SHIFT_E, ACTION_SHIFT_N, ACTION_SHIFT_NE, ACTION_SHIFT_NW, ACTION_SHIFT_S, ACTION_SHIFT_SE, ACTION_SHIFT_SW, ACTION_SHIFT_W, ACTION_SKY, ACTION_SLEEP, ACTION_SMASH, ACTION_SORT_ARMOR, ACTION_SUICIDE, ACTION_TAKE_OFF, ACTION_THROW, ACTION_TIMEOUT, ACTION_TOGGLE_AUTO_FEATURES, ACTION_TOGGLE_AUTO_FORAGING, ACTION_TOGGLE_AUTO_MINING, ACTION_TOGGLE_AUTO_PICKUP, ACTION_TOGGLE_AUTO_PULP_BUTCHER, ACTION_TOGGLE_AUTO_TRAVEL_MODE, ACTION_TOGGLE_AUTOSAFE, ACTION_TOGGLE_CROUCH, ACTION_TOGGLE_DEBUG_MODE, ACTION_TOGGLE_FULLSCREEN, ACTION_TOGGLE_HOUR_TIMER, ACTION_TOGGLE_MAP_MEMORY, ACTION_TOGGLE_PANEL_ADM, ACTION_TOGGLE_PIXEL_MINIMAP, ACTION_TOGGLE_RUN, ACTION_TOGGLE_SAFEMODE, ACTION_TOGGLE_THIEF_MODE, ACTION_UNLOAD, ACTION_USE, ACTION_USE_WIELDED, ACTION_WAIT, ACTION_WEAR, ACTION_WHITELIST_ENEMY, ACTION_WIELD, ACTION_WORLD_MODS, ACTION_ZONES, ACTION_ZOOM_IN, ACTION_ZOOM_OUT, add_msg(), safemode::add_rule(), all_colors, Character::apply_damage(), auto_travel_mode, avatar_action::autoattack(), bio_remote, body_part_head, butcher(), can_action_change_worldstate(), cast_spell(), chat(), check_safe_mode_allowed(), Character::clear_destination(), close(), doors::close_door(), game_menus::inv::common(), game_menus::inv::compare(), construction_menu(), control_vehicle(), Character::controlling_vehicle, player::craft(), create_advanced_inv(), avatar::cycle_move_mode(), dbg, debug_menu::debug(), debug_mode, DebugLog, destination_preview, crafting::disassemble(), Character::dismount(), character_display::disp_info(), avatar::disp_morale(), ui::omap::display(), help::display_help(), display_lighting(), input_context::display_menu(), Messages::display_messages(), item::display_name(), display_radiation(), display_scent(), display_temperature(), display_transparency(), display_vehicle_ai(), display_visibility(), ui::omap::display_visible_weather(), character_funcs::do_pause(), driving_view_offset, drop(), drop_in_direction(), avatar_action::eat(), avatar_action::eat_here(), effect_laserlocked, examine(), faction_manager_ptr, fire(), avatar_action::fire_wielded_weapon(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), input_context::get_coordinates(), get_delta_from_movement_action(), get_distraction_manager(), input_event::get_first_input(), get_help(), input_manager::get_keyname(), get_kill_tracker(), panel_manager::get_manager(), avatar::get_mon_visible(), Character::get_next_auto_move_direction(), options_manager::get_option(), get_option(), get_options(), Character::get_path_avoid(), Character::get_pathfinding_settings(), get_player_input(), input_context::get_raw_input(), get_safemode(), Creature::get_value(), grab(), item::gun_all_modes(), item::gun_cycle_mode(), item::gun_set_mode(), handbrake(), handle_action_menu(), handle_main_menu(), Character::has_active_bionic(), Character::has_active_item(), Character::has_active_mutation(), Character::has_destination(), Character::has_destination_activity(), Creature::has_effect(), Character::has_trait(), haul(), monster::ignoring, Character::in_vehicle, Info, inp_mngr, Character::is_armed(), Character::is_auto_moving(), Character::is_dead_state(), item::is_gun(), item::is_gunmod(), Character::is_mounted(), map::is_outside(), MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), item_action_menu(), itype_radiocontrol, list_items_monsters(), list_missions(), player::long_craft(), look_around(), look_up_action(), loot(), m, m_bad, m_info, m_warning, Main, mark_main_ui_adaptor_resize(), Character::martial_arts_data, avatar_action::mend(), MF_RIDEABLE_MECH, Creature::mod_moves(), mostseen, Character::mounted_creature, avatar_action::move(), player::movecounter, Creature::moves, user_turn::moves_elapsed(), om_direction::name(), monster_visible_info::new_seen_mon, no, NUM_ACTIONS, open(), open_consume_item_menu(), open_movement_mode_menu(), peek(), pickup(), pickup_feet(), Character::place_corpse(), pldrive(), avatar_action::plthrow(), point_east, point_north, point_north_east, point_north_west, point_south, point_south_east, point_south_west, point_west, point_zero, Character::pos(), monster::pos(), Character::posx(), Character::posy(), Character::posz(), press_x(), press_x_if_bound(), Character::primary_weapon(), ranged::prompt_select_default_ammo_for(), query_yn(), quickload(), quicksave(), QUIT_DIED, QUIT_SAVED, QUIT_SUICIDE, QUIT_WATCH, rcdrive(), read(), player::recraft(), avatar_action::reload_item(), reload_tileset(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remoteveh(), Creature::remove_effect(), avatar::reset_move_mode(), rl_dist(), map::route(), RULE_WHITELISTED, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, safe_mode_warning_logged, save(), options_manager::save(), Character::sees(), SEEX, input_event::sequence, Character::set_destination(), set_safe_mode(), Creature::set_value(), options_manager::cOpt::setNext(), auto_pickup::player_settings::show(), distraction_manager::distraction_manager_gui::show(), safemode::show(), options_manager::show(), panel_manager::show_adm(), show_armor_layers_ui(), show_bionics_ui(), diary::show_diary_ui(), auto_notes::auto_note_settings::show_gui(), show_mutations_ui(), show_scores_ui(), sleep, smash(), Character::start_destination_activity(), stats(), string_format(), game_menus::inv::swap_letters(), takeoff(), tile_iso, avatar::toggle_crouch_mode(), toggle_debug_hour_timer(), toggle_fullscreen(), avatar::toggle_map_memory(), toggle_pixel_minimap(), avatar::toggle_run_mode(), trait_PROF_CHURL, trait_SHELL2, tripoint_above, tripoint_below, try_get_left_click_action(), try_get_right_click_action(), calendar::turn, turnssincelastmon, input_event::type, u, avatar_action::unload(), uquit, avatar_action::use_item(), avatar_funcs::use_item(), use_tiles, user_action_counter, map::veh_at(), vertical_move(), player::view_offset, w_terrain, wait(), wear(), avatar_action::wield(), world_generator, point::x, tripoint::x, point::y, tripoint::y, yes, zones_manager(), zoom_in(), and zoom_out().

Referenced by do_turn().

◆ handle_key_blocking_activity()

void game::handle_key_blocking_activity ( )
private

Definition at line 1973 of file game.cpp.

1974{
1976 const std::string action = ctxt.handle_input( 0 );
1977 bool refresh = true;
1978 if( action == "pause" || action == "main_menu" ) {
1980 cancel_activity_query( _( "Confirm:" ) );
1981 }
1982 } else if( action == "player_data" ) {
1984 } else if( action == "messages" ) {
1986 } else if( action == "help" ) {
1988 } else if( action != "HELP_KEYBINDINGS" ) {
1989 refresh = false;
1990 }
1991 if( refresh ) {
1994 }
1995}
bool cancel_activity_query(const std::string &text)
Asks if the player wants to cancel their activity, and if so cancels it.
Definition: game.cpp:1757
const std::string & handle_input()
Handles input and returns the next action in the queue.
Definition: input.cpp:848
bool interruptable_with_kb
Controls whether this activity can be cancelled with 'pause' action.
void refresh()

References _, action, Character::activity, cancel_activity_query(), character_display::disp_info(), help::display_help(), Messages::display_messages(), get_default_mode_input_context(), get_help(), input_context::handle_input(), player_activity::interruptable_with_kb, ui_manager::redraw(), catacurses::refresh(), refresh_display(), and u.

Referenced by process_voluntary_act_interrupt().

◆ handle_mouseview()

bool game::handle_mouseview ( input_context ctxt,
std::string &  action 
)
private

Definition at line 1999 of file game.cpp.

2000{
2001 std::optional<tripoint> liveview_pos;
2002
2003 do {
2004 action = ctxt.handle_input();
2005 if( action == "MOUSE_MOVE" ) {
2006 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
2007 if( mouse_pos && ( !liveview_pos || *mouse_pos != *liveview_pos ) ) {
2008 liveview_pos = mouse_pos;
2009 liveview.show( *liveview_pos );
2010 } else if( !mouse_pos ) {
2011 liveview_pos.reset();
2012 liveview.hide();
2013 }
2015 }
2016 } while( action == "MOUSE_MOVE" ); // Freeze animation when moving the mouse
2017
2018 if( action != "TIMEOUT" ) {
2019 // Keyboard event, break out of animation loop
2020 liveview.hide();
2021 return false;
2022 }
2023
2024 // Mouse movement or un-handled key
2025 return true;
2026}
void hide()
Definition: live_view.cpp:33
void show(const tripoint &p)
Definition: live_view.cpp:38

References action, input_context::get_coordinates(), input_context::handle_input(), live_view::hide(), liveview, ui_manager::redraw(), live_view::show(), and w_terrain.

Referenced by get_player_input().

◆ has_gametype()

bool game::has_gametype ( ) const

Definition at line 532 of file game.cpp.

533{
534 return gamemode && gamemode->id() != special_game_type::NONE;
535}

References gamemode, and NONE.

◆ init_autosave()

void game::init_autosave ( )
private

Definition at line 11291 of file game.cpp.

11292{
11294 last_save_timestamp = time( nullptr );
11295}

References last_save_timestamp, moves_since_last_save, and time.

Referenced by load(), and start_game().

◆ inv_map_splice()

item_location game::inv_map_splice ( item_filter  filter,
const std::string &  title,
int  radius = 0,
const std::string &  none_message = "" 
)

Custom-filtered menu for inventory and nearby items and those that within specified radius.

Definition at line 400 of file game_inventory.cpp.

402{
404 title, radius, none_message );
405}
static item_location_filter convert_filter(const item_filter &filter)
static item_location inv_internal(player &u, const inventory_selector_preset &preset, const std::string &title, int radius, const std::string &none_message, const std::string &hint=std::string())
std::string title(holiday current_holiday)
Definition: path_info.cpp:326

References convert_filter(), inv_internal(), PATH_INFO::title(), and u.

◆ invalidate_main_ui_adaptor()

void game::invalidate_main_ui_adaptor ( ) const

◆ is_dangerous_tile()

bool game::is_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8702 of file game.cpp.

8703{
8704 return !( get_dangerous_tile( dest_loc ).empty() );
8705}
std::vector< std::string > get_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8724

References get_dangerous_tile().

Referenced by walk_move().

◆ is_empty()

bool game::is_empty ( const tripoint p)

Returns true if there is no player, NPC, or monster on the tile and move_cost > 0.

Definition at line 4831 of file game.cpp.

4832{
4833 return ( m.passable( p ) || m.has_flag( "LIQUID", p ) ) &&
4834 critter_at( p ) == nullptr;
4835}

References critter_at(), map::has_flag(), m, and map::passable().

Referenced by grabbed_furn_move(), monmove(), place_player(), and update_stair_monsters().

◆ is_game_over()

bool game::is_game_over ( )
private

Definition at line 2367 of file game.cpp.

2368{
2369 if( uquit == QUIT_WATCH ) {
2370 // deny player movement and dodging
2371 u.moves = 0;
2372 // prevent pain from updating
2373 u.set_pain( 0 );
2374 // prevent dodging
2375 u.dodges_left = 0;
2376 return false;
2377 }
2378 if( uquit == QUIT_DIED ) {
2379 if( u.in_vehicle ) {
2380 m.unboard_vehicle( u.pos() );
2381 }
2382 u.place_corpse();
2383 return true;
2384 }
2385 if( uquit == QUIT_SUICIDE ) {
2386 if( u.in_vehicle ) {
2387 m.unboard_vehicle( u.pos() );
2388 }
2389 return true;
2390 }
2391 if( uquit != QUIT_NO ) {
2392 return true;
2393 }
2394 // is_dead_state() already checks hp_torso && hp_head, no need to for loop it
2395 if( u.is_dead_state() ) {
2396 if( get_option<bool>( "PROMPT_ON_CHARACTER_DEATH" ) &&
2397 !query_yn(
2398 _( "Your character is dead, do you accept this?\n\nSelect Yes to abandon the character to their fate, select No to return to main menu." ) ) ) {
2399 return true;
2400 }
2401
2403 if( get_option<std::string>( "DEATHCAM" ) == "always" ) {
2404 uquit = QUIT_WATCH;
2405 } else if( get_option<std::string>( "DEATHCAM" ) == "ask" ) {
2406 uquit = query_yn( _( "Watch the last moments of your life…?" ) ) ?
2408 } else if( get_option<std::string>( "DEATHCAM" ) == "never" ) {
2409 uquit = QUIT_DIED;
2410 } else {
2411 // Something funky happened here, just die.
2412 dbg( DL::Error ) << "no deathcam option given to options, defaulting to QUIT_DIED";
2413 uquit = QUIT_DIED;
2414 }
2415 return is_game_over();
2416 }
2417 return false;
2418}
int dodges_left
Definition: character.h:569
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:789
@ Error
Error (default: enabled).
#define dbg(x)
Definition: game.cpp:198
void deactivate()
Definition: messages.cpp:357

References _, dbg, Messages::deactivate(), Character::dodges_left, Error, Character::in_vehicle, Character::is_dead_state(), is_game_over(), m, Creature::moves, Character::place_corpse(), Character::pos(), query_yn(), QUIT_DIED, QUIT_NO, QUIT_SUICIDE, QUIT_WATCH, Character::set_pain(), u, map::unboard_vehicle(), and uquit.

Referenced by do_turn(), and is_game_over().

◆ is_hostile_nearby()

Creature * game::is_hostile_nearby ( )

Definition at line 3571 of file game.cpp.

3572{
3573 int distance = ( get_option<int>( "SAFEMODEPROXIMITY" ) <= 0 ) ? MAX_VIEW_DISTANCE :
3574 get_option<int>( "SAFEMODEPROXIMITY" );
3575 return is_hostile_within( distance );
3576}
Creature * is_hostile_within(int distance)
Definition: game.cpp:3583

References is_hostile_within(), and MAX_VIEW_DISTANCE.

◆ is_hostile_very_close()

Creature * game::is_hostile_very_close ( )

Definition at line 3578 of file game.cpp.

3579{
3581}
static constexpr int DANGEROUS_PROXIMITY
Definition: game.cpp:200

References DANGEROUS_PROXIMITY, and is_hostile_within().

Referenced by butcher(), and process_voluntary_act_interrupt().

◆ is_hostile_within()

Creature * game::is_hostile_within ( int  distance)
private

Definition at line 3583 of file game.cpp.

3584{
3585 for( auto &critter : u.get_visible_creatures( distance ) ) {
3586 if( u.attitude_to( *critter ) == Creature::A_HOSTILE ) {
3587 return critter;
3588 }
3589 }
3590
3591 return nullptr;
3592}
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
std::vector< Creature * > get_visible_creatures(int range) const
Returns all creatures that this player can see and that are in the given range.
@ A_HOSTILE
Definition: creature.h:167

References Creature::A_HOSTILE, Character::attitude_to(), Character::get_visible_creatures(), and u.

Referenced by is_hostile_nearby(), and is_hostile_very_close().

◆ is_in_sunlight()

bool game::is_in_sunlight ( const tripoint p)

Returns true if p is outdoors and it is sunny.

Definition at line 4837 of file game.cpp.

4838{
4839 return weather::is_in_sunlight( m, p, get_weather().weather_id );
4840}
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162

References get_weather, weather::is_in_sunlight(), and m.

Referenced by process_artifact().

◆ is_in_viewport()

bool game::is_in_viewport ( const tripoint p,
int  margin = 0 
) const

Definition at line 3217 of file game.cpp.

3218{
3219 const tripoint diff( u.pos() + u.view_offset - p );
3220
3221 return ( std::abs( diff.x ) <= getmaxx( w_terrain ) / 2 - margin ) &&
3222 ( std::abs( diff.y ) <= getmaxy( w_terrain ) / 2 - margin );
3223}

References catacurses::getmaxx(), catacurses::getmaxy(), Character::pos(), u, player::view_offset, w_terrain, tripoint::x, and tripoint::y.

◆ is_sheltered()

bool game::is_sheltered ( const tripoint p)

Returns true if p is indoors, underground, or in a car.

Definition at line 4842 of file game.cpp.

4843{
4844 return weather::is_sheltered( m, p );
4845}
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153

References weather::is_sheltered(), and m.

◆ is_zones_manager_open()

bool game::is_zones_manager_open ( ) const

Definition at line 6037 of file game.cpp.

6038{
6039 return zones_manager_open;
6040}
bool zones_manager_open
Is Zone manager open or not - changes graphics of some zone tiles.
Definition: game.h:1052

References zones_manager_open.

◆ item_action_menu()

void game::item_action_menu ( )
private

Definition at line 231 of file item_action.cpp.

232{
233 const auto &gen = item_action_generator::generator();
234 const action_map &item_actions = gen.get_item_action_map();
235
236 // HACK: A bit of a hack for now. If more pseudos get implemented, this should be un-hacked
237 std::vector<item *> pseudos;
238 item toolset( "toolset", calendar::turn );
239 if( u.has_active_bionic( bio_tools ) ) {
240 pseudos.push_back( &toolset );
241 }
242 item bio_claws_item( static_cast<std::string>( bio_claws_weapon ), calendar::turn );
243 if( u.has_active_bionic( bio_claws ) ) {
244 pseudos.push_back( &bio_claws_item );
245 }
246
247 item_action_map iactions = gen.map_actions_to_items( u, pseudos );
248 if( iactions.empty() ) {
249 popup( _( "You don't have any items with registered uses" ) );
250 }
251
252 uilist kmenu;
253 kmenu.text = _( "Execute which action?" );
254 kmenu.input_category = "ITEM_ACTIONS";
255 input_context ctxt( "ITEM_ACTIONS" );
256 for( const auto &id : item_actions ) {
257 ctxt.register_action( id.first, id.second.name );
258 kmenu.additional_actions.emplace_back( id.first, id.second.name );
259 }
260 actmenu_cb callback( item_actions );
261 kmenu.callback = &callback;
262 int num = 0;
263
264 const auto assigned_action = [&iactions]( const item_action_id & action ) {
265 return iactions.find( action ) != iactions.end();
266 };
267
268 std::vector<std::tuple<item_action_id, std::string, std::string>> menu_items;
269 // Sorts menu items by action.
270 using Iter = decltype( menu_items )::iterator;
271 const auto sort_menu = []( Iter from, Iter to ) {
272 std::sort( from, to, []( const std::tuple<item_action_id, std::string, std::string> &lhs,
273 const std::tuple<item_action_id, std::string, std::string> &rhs ) {
274 return std::get<1>( lhs ).compare( std::get<1>( rhs ) ) < 0;
275 } );
276 };
277 // Add mapped actions to the menu vector.
278 std::transform( iactions.begin(), iactions.end(), std::back_inserter( menu_items ),
279 []( const std::pair<item_action_id, item *> &elem ) {
280 std::string ss = elem.second->display_name();
281 if( elem.second->ammo_required() ) {
282 ss += string_format( " (%d/%d)", elem.second->ammo_required(), elem.second->ammo_remaining() );
283 }
284
285 const auto method = elem.second->get_use( elem.first );
286 if( method ) {
287 return std::make_tuple( method->get_type(), method->get_name(), ss );
288 } else {
289 return std::make_tuple( errstring, std::string( "NO USE FUNCTION" ), ss );
290 }
291 } );
292 // Sort mapped actions.
293 sort_menu( menu_items.begin(), menu_items.end() );
294 // Add unmapped but binded actions to the menu vector.
295 for( const auto &elem : item_actions ) {
296 if( key_bound_to( ctxt, elem.first ) != '\0' && !assigned_action( elem.first ) ) {
297 menu_items.emplace_back( elem.first, gen.get_action_name( elem.first ), "-" );
298 }
299 }
300 // Sort unmapped actions.
301 auto iter = menu_items.begin();
302 std::advance( iter, iactions.size() );
303 sort_menu( iter, menu_items.end() );
304 // Determine max lengths, to print the menu nicely.
305 std::pair<int, int> max_len;
306 for( const auto &elem : menu_items ) {
307 max_len.first = std::max( max_len.first, utf8_width( std::get<1>( elem ), true ) );
308 max_len.second = std::max( max_len.second, utf8_width( std::get<2>( elem ), true ) );
309 }
310 // Fill the menu.
311 for( const auto &elem : menu_items ) {
312 std::string ss;
313 ss += std::get<1>( elem );
314 ss += std::string( max_len.first - utf8_width( std::get<1>( elem ), true ), ' ' );
315 ss += std::string( 4, ' ' );
316
317 ss += std::get<2>( elem );
318 ss += std::string( max_len.second - utf8_width( std::get<2>( elem ), true ), ' ' );
319
320 const char bind = key_bound_to( ctxt, std::get<0>( elem ) );
321 const bool enabled = assigned_action( std::get<0>( elem ) );
322
323 kmenu.addentry( num, enabled, bind, ss );
324 num++;
325 }
326
327 kmenu.query();
328 if( kmenu.ret < 0 || kmenu.ret >= static_cast<int>( iactions.size() ) ) {
329 return;
330 }
331
332 const item_action_id action = std::get<0>( menu_items[kmenu.ret] );
333 item *it = iactions[action];
334
335 u.invoke_item( it, action );
336
337 u.inv.restack( u );
338 u.inv.unsort();
339}
inventory inv
Definition: character.h:1581
bool invoke_item(item *, const tripoint &pt) override
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: avatar.cpp:1256
void restack(player &p)
Definition: inventory.cpp:399
void unsort()
Definition: inventory.cpp:227
static item_action_generator & generator()
Definition: item_action.h:32
std::string input_category
Definition: ui.h:325
std::vector< std::pair< std::string, translation > > additional_actions
Definition: ui.h:326
static char key_bound_to(const input_context &ctxt, const item_action_id &act)
Definition: item_action.cpp:47
static const bionic_id bio_claws("bio_claws")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_claws_weapon("bio_claws_weapon")
std::string item_action_id
Definition: item_action.h:16
std::map< item_action_id, item_action > action_map
Definition: item_action.h:18
std::map< item_action_id, item * > item_action_map
Definition: item_action.h:17

References _, action, uilist::additional_actions, bio_claws, bio_claws_weapon, bio_tools, uilist::callback, item_action_generator::generator(), Character::has_active_bionic(), uilist::input_category, num, popup(), input_context::register_action(), second, uilist::text, iexamine::transform(), calendar::turn, and u.

Referenced by handle_action().

◆ knockback() [1/2]

void game::knockback ( const tripoint s,
const tripoint t,
int  force,
int  stun,
int  dam_mult,
Creature source 
)

Definition at line 4236 of file game.cpp.

4238{
4239 std::vector<tripoint> traj;
4240 traj.clear();
4241 traj = line_to( s, t, 0, 0 );
4242 traj.insert( traj.begin(), s ); // how annoying, line_to() doesn't include the originating point!
4243 traj = continue_line( traj, force );
4244 traj.insert( traj.begin(), t ); // how annoying, continue_line() doesn't either!
4245
4246 knockback( traj, stun, dam_mult, source );
4247}
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
std::vector< tripoint > continue_line(const std::vector< tripoint > &line, const int distance)
Definition: line.cpp:408

References continue_line(), knockback(), and line_to().

Referenced by forced_door_closing(), and knockback().

◆ knockback() [2/2]

void game::knockback ( std::vector< tripoint > &  traj,
int  stun,
int  dam_mult,
Creature source = nullptr 
)

Definition at line 4253 of file game.cpp.

4255{
4256 // TODO: make the force parameter actually do something.
4257 // the header file says higher force causes more damage.
4258 // perhaps that is what it should do?
4259
4260 // TODO: refactor this so it's not copy/pasted 3 times
4261 tripoint tp = traj.front();
4262 if( !critter_at( tp ) ) {
4263 debugmsg( _( "Nothing at (%d,%d,%d) to knockback!" ), tp.x, tp.y, tp.z );
4264 return;
4265 }
4266 std::size_t force_remaining = traj.size();
4267 if( monster *const targ = critter_at<monster>( tp, true ) ) {
4268 tripoint start_pos = targ->pos();
4269
4270 if( stun > 0 ) {
4271 targ->add_effect( effect_stunned, 1_turns * stun );
4272 add_msg( _( "%s was stunned!" ), targ->name() );
4273 }
4274 for( size_t i = 1; i < traj.size(); i++ ) {
4275 if( m.impassable( traj[i].xy() ) || m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) {
4276 targ->setpos( traj[i - 1] );
4277 force_remaining = traj.size() - i;
4278 if( stun != 0 ) {
4279 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4280 add_msg( _( "%s was stunned!" ), targ->name() );
4281 add_msg( _( "%s slammed into an obstacle!" ), targ->name() );
4282 targ->apply_damage( source, bodypart_id( "torso" ), dam_mult * force_remaining );
4283 targ->check_dead_state();
4284 }
4285 m.bash( traj[i], 2 * dam_mult * force_remaining );
4286 break;
4287 } else if( critter_at( traj[i] ) ) {
4288 targ->setpos( traj[i - 1] );
4289 force_remaining = traj.size() - i;
4290 if( stun != 0 ) {
4291 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4292 add_msg( _( "%s was stunned!" ), targ->name() );
4293 }
4294 traj.erase( traj.begin(), traj.begin() + i );
4295 if( critter_at<monster>( traj.front() ) ) {
4296 add_msg( _( "%s collided with something else and sent it flying!" ),
4297 targ->name() );
4298 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4299 if( guy->male ) {
4300 add_msg( _( "%s collided with someone else and sent him flying!" ),
4301 targ->name() );
4302 } else {
4303 add_msg( _( "%s collided with someone else and sent her flying!" ),
4304 targ->name() );
4305 }
4306 } else if( u.pos() == traj.front() ) {
4307 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name() );
4308 }
4309 knockback( traj, stun, dam_mult, source );
4310 break;
4311 }
4312 targ->setpos( traj[i] );
4313 if( m.has_flag( "LIQUID", targ->pos() ) && targ->can_drown() && !targ->is_dead() ) {
4314 targ->die( source );
4315 if( u.sees( *targ ) ) {
4316 add_msg( _( "The %s drowns!" ), targ->name() );
4317 }
4318 }
4319 if( !m.has_flag( "LIQUID", targ->pos() ) && targ->has_flag( MF_AQUATIC ) &&
4320 !targ->is_dead() ) {
4321 targ->die( source );
4322 if( u.sees( *targ ) ) {
4323 add_msg( _( "The %s flops around and dies!" ), targ->name() );
4324 }
4325 }
4326 tp = traj[i];
4327 if( start_pos != targ->pos() ) {
4328 map &here = get_map();
4329 here.creature_on_trap( *targ );
4330 }
4331 }
4332 } else if( npc *const targ = critter_at<npc>( tp ) ) {
4333 tripoint start_pos = targ->pos();
4334
4335 if( stun > 0 ) {
4336 targ->add_effect( effect_stunned, 1_turns * stun );
4337 add_msg( _( "%s was stunned!" ), targ->name );
4338 }
4339 for( size_t i = 1; i < traj.size(); i++ ) {
4340 if( m.impassable( traj[i].xy() ) ||
4341 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4342 targ->setpos( traj[i - 1] );
4343 force_remaining = traj.size() - i;
4344 if( stun != 0 ) {
4345 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4346 if( targ->has_effect( effect_stunned ) ) {
4347 add_msg( _( "%s was stunned!" ), targ->name );
4348 }
4349
4350 std::array<bodypart_id, 8> bps = {{
4351 bodypart_id( "head" ),
4352 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4353 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4354 bodypart_id( "torso" ),
4355 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4356 }
4357 };
4358 for( const bodypart_id &bp : bps ) {
4359 if( one_in( 2 ) ) {
4360 targ->deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4361 }
4362 }
4363 targ->check_dead_state();
4364 }
4365 m.bash( traj[i], 2 * dam_mult * force_remaining );
4366 break;
4367 } else if( critter_at( traj[i] ) ) {
4368 targ->setpos( traj[i - 1] );
4369 force_remaining = traj.size() - i;
4370 if( stun != 0 ) {
4371 add_msg( _( "%s was stunned!" ), targ->name );
4372 targ->add_effect( effect_stunned, 1_turns * force_remaining );
4373 }
4374 traj.erase( traj.begin(), traj.begin() + i );
4375 const tripoint &traj_front = traj.front();
4376 if( critter_at<monster>( traj_front ) ) {
4377 add_msg( _( "%s collided with something else and sent it flying!" ),
4378 targ->name );
4379 } else if( npc *const guy = critter_at<npc>( traj_front ) ) {
4380 if( guy->male ) {
4381 add_msg( _( "%s collided with someone else and sent him flying!" ),
4382 targ->name );
4383 } else {
4384 add_msg( _( "%s collided with someone else and sent her flying!" ),
4385 targ->name );
4386 }
4387 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y &&
4389 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) ) {
4390 add_msg( _( "%s collided with you, and barely dislodges your tentacles!" ), targ->name );
4391 } else if( u.posx() == traj_front.x && u.posy() == traj_front.y ) {
4392 add_msg( m_bad, _( "%s collided with you and sent you flying!" ), targ->name );
4393 }
4394 knockback( traj, stun, dam_mult, source );
4395 break;
4396 }
4397 targ->setpos( traj[i] );
4398 tp = traj[i];
4399
4400 if( start_pos != targ->pos() ) {
4401 map &here = get_map();
4402 here.creature_on_trap( *targ );
4403 }
4404 }
4405 } else if( u.pos() == tp ) {
4406 tripoint start_pos = u.pos();
4407
4408 if( stun > 0 ) {
4409 u.add_effect( effect_stunned, 1_turns * stun );
4410 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4411 "You were stunned for %d turns!",
4412 stun ),
4413 stun );
4414 }
4415 for( size_t i = 1; i < traj.size(); i++ ) {
4416 if( m.impassable( traj[i] ) ||
4417 m.obstructed_by_vehicle_rotation( tp, traj[i] ) ) { // oops, we hit a wall!
4418 u.setpos( traj[i - 1] );
4419 force_remaining = traj.size() - i;
4420 if( stun != 0 ) {
4421 if( u.has_effect( effect_stunned ) ) {
4422 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4423 "You were stunned AGAIN for %d turns!",
4424 force_remaining ),
4425 force_remaining );
4426 } else {
4427 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4428 "You were stunned for %d turns!",
4429 force_remaining ),
4430 force_remaining );
4431 }
4432 u.add_effect( effect_stunned, 1_turns * force_remaining );
4433 std::array<bodypart_id, 8> bps = {{
4434 bodypart_id( "head" ),
4435 bodypart_id( "arm_l" ), bodypart_id( "arm_r" ),
4436 bodypart_id( "hand_l" ), bodypart_id( "hand_r" ),
4437 bodypart_id( "torso" ),
4438 bodypart_id( "leg_l" ), bodypart_id( "leg_r" )
4439 }
4440 };
4441 for( const bodypart_id &bp : bps ) {
4442 if( one_in( 2 ) ) {
4443 u.deal_damage( source, bp, damage_instance( DT_BASH, force_remaining * dam_mult ) );
4444 }
4445 }
4447 }
4448 m.bash( traj[i], 2 * dam_mult * force_remaining );
4449 break;
4450 } else if( critter_at( traj[i] ) ) {
4451 u.setpos( traj[i - 1] );
4452 force_remaining = traj.size() - i;
4453 if( stun != 0 ) {
4454 if( u.has_effect( effect_stunned ) ) {
4455 add_msg( m_bad, vgettext( "You were stunned AGAIN for %d turn!",
4456 "You were stunned AGAIN for %d turns!",
4457 force_remaining ),
4458 force_remaining );
4459 } else {
4460 add_msg( m_bad, vgettext( "You were stunned for %d turn!",
4461 "You were stunned for %d turns!",
4462 force_remaining ),
4463 force_remaining );
4464 }
4465 u.add_effect( effect_stunned, 1_turns * force_remaining );
4466 }
4467 traj.erase( traj.begin(), traj.begin() + i );
4468 if( critter_at<monster>( traj.front() ) ) {
4469 add_msg( _( "You collided with something and sent it flying!" ) );
4470 } else if( npc *const guy = critter_at<npc>( traj.front() ) ) {
4471 if( guy->male ) {
4472 add_msg( _( "You collided with someone and sent him flying!" ) );
4473 } else {
4474 add_msg( _( "You collided with someone and sent her flying!" ) );
4475 }
4476 }
4477 knockback( traj, stun, dam_mult, source );
4478 break;
4479 }
4480 if( m.has_flag( "LIQUID", u.pos() ) && force_remaining == 0 ) {
4481 avatar_action::swim( m, u, u.pos() );
4482 } else {
4483 u.setpos( traj[i] );
4484 }
4485 tp = traj[i];
4486
4487 if( start_pos != u.pos() ) {
4488 map &here = get_map();
4489 here.creature_on_trap( u );
4490 }
4491 }
4492 }
4493}
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8933
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8460
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:988
@ DT_BASH
Definition: damage.h:24
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const efftype_id effect_stunned("stunned")
@ MF_AQUATIC
Definition: mtype.h:89
void swim(map &m, avatar &you, const tripoint &p)
Handles swimming by the player.
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_effect(), add_msg(), map::bash(), Creature::check_dead_state(), map::creature_on_trap(), critter_at(), Character::deal_damage(), debugmsg, DT_BASH, effect_stunned, Character::footwear_factor(), get_map, Creature::has_effect(), map::has_flag(), Character::has_trait(), map::impassable(), knockback(), m, m_bad, MF_AQUATIC, map::obstructed_by_vehicle_rotation(), one_in(), Character::pos(), Character::posx(), Character::posy(), Character::sees(), Character::setpos(), avatar_action::swim(), trait_LEG_TENT_BRACE, u, vgettext(), tripoint::x, tripoint::y, and tripoint::z.

◆ light_level()

unsigned char game::light_level ( int  zlev) const

Returns coarse number-of-squares of visibility at the current light level.

Used by monster and NPC AI.

Definition at line 3550 of file game.cpp.

3551{
3552 const float light = natural_light_level( zlev );
3553 return LIGHT_RANGE( light );
3554}
float natural_light_level(int zlev) const
Definition: game.cpp:3490
#define LIGHT_RANGE(b)
Definition: lightmap.h:41

References light, LIGHT_RANGE, and natural_light_level().

Referenced by calc_driving_offset(), and update_overmap_seen().

◆ list_active_saves()

std::vector< std::string > game::list_active_saves ( )

Returns a list of currently active character saves.

Definition at line 2757 of file game.cpp.

2758{
2759 std::vector<std::string> saves;
2760 for( auto &worldsave : world_generator->active_world->world_saves ) {
2761 saves.push_back( worldsave.decoded_name() );
2762 }
2763 return saves;
2764}

References world_generator.

Referenced by cleanup_at_end().

◆ list_items()

game::vmenu_ret game::list_items ( const std::vector< map_item_stack > &  item_list)
private

Definition at line 7280 of file game.cpp.

7281{
7282 std::vector<map_item_stack> ground_items = item_list;
7283 int iInfoHeight = 0;
7284 int iMaxRows = 0;
7285 int width = 0;
7286 int max_name_width = 0;
7287
7288 //find max length of item name and resize window width
7289 for( const map_item_stack &cur_item : ground_items ) {
7290 const int item_len = utf8_width( remove_color_tags( cur_item.example->display_name() ) ) + 15;
7291 if( item_len > max_name_width ) {
7292 max_name_width = item_len;
7293 }
7294 }
7295
7296 tripoint active_pos;
7297 map_item_stack *activeItem = nullptr;
7298
7299 catacurses::window w_items;
7300 catacurses::window w_items_border;
7301 catacurses::window w_item_info;
7302
7303 ui_adaptor ui;
7304 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7305 iInfoHeight = std::min( 25, TERMY / 2 );
7306 iMaxRows = TERMY - iInfoHeight - 2;
7307
7308 width = clamp( max_name_width, 45, TERMX / 3 );
7309
7310 const int offsetX = TERMX - width;
7311
7312 w_items = catacurses::newwin( TERMY - 2 - iInfoHeight,
7313 width - 2, point( offsetX + 1, 1 ) );
7314 w_items_border = catacurses::newwin( TERMY - iInfoHeight,
7315 width, point( offsetX, 0 ) );
7316 w_item_info = catacurses::newwin( iInfoHeight, width,
7317 point( offsetX, TERMY - iInfoHeight ) );
7318
7319 if( activeItem ) {
7320 centerlistview( active_pos, width );
7321 }
7322
7323 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7324 } );
7325 ui.mark_resize();
7326
7327 // use previously selected sorting method
7328 bool sort_radius = uistate.list_item_sort != 2;
7329 bool addcategory = !sort_radius;
7330
7331 // reload filter/priority settings on the first invocation, if they were active
7332 if( !uistate.list_item_init ) {
7335 }
7338 }
7341 }
7342 uistate.list_item_init = true;
7343 }
7344
7345 //this stores only those items that match our filter
7346 std::vector<map_item_stack> filtered_items =
7347 !sFilter.empty() ? filter_item_stacks( ground_items, sFilter ) : ground_items;
7348 int highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7349 int lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7350 int iItemNum = ground_items.size();
7351
7352 const tripoint stored_view_offset = u.view_offset;
7353
7355
7356 int iActive = 0; // Item index that we're looking at
7357 bool refilter = true;
7358 int page_num = 0;
7359 int iCatSortNum = 0;
7360 int iScrollPos = 0;
7361 std::map<int, std::string> mSortCategory;
7362
7363 std::string action;
7364 input_context ctxt( "LIST_ITEMS" );
7365 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7366 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7367 ctxt.register_action( "LEFT", to_translation( "Previous item" ) );
7368 ctxt.register_action( "RIGHT", to_translation( "Next item" ) );
7369 ctxt.register_action( "PAGE_DOWN" );
7370 ctxt.register_action( "PAGE_UP" );
7371 ctxt.register_action( "NEXT_TAB" );
7372 ctxt.register_action( "PREV_TAB" );
7373 ctxt.register_action( "HELP_KEYBINDINGS" );
7374 ctxt.register_action( "QUIT" );
7375 ctxt.register_action( "FILTER" );
7376 ctxt.register_action( "RESET_FILTER" );
7377 ctxt.register_action( "EXAMINE" );
7378 ctxt.register_action( "COMPARE" );
7379 ctxt.register_action( "PRIORITY_INCREASE" );
7380 ctxt.register_action( "PRIORITY_DECREASE" );
7381 ctxt.register_action( "SORT" );
7382 ctxt.register_action( "TRAVEL_TO" );
7383
7384 std::optional<item_filter_type> filter_type;
7385
7386 ui.on_redraw( [&]( const ui_adaptor & ) {
7387 reset_item_list_state( w_items_border, iInfoHeight, sort_radius );
7388
7389 if( ground_items.empty() ) {
7390 wnoutrefresh( w_items_border );
7391 mvwprintz( w_items, point( 2, 10 ), c_white, _( "You don't see any items around you!" ) );
7392 } else {
7393 int iStartPos = 0;
7394 werase( w_items );
7395 calcStartPos( iStartPos, iActive, iMaxRows, iItemNum );
7396 int iNum = 0;
7397 bool high = false;
7398 bool low = false;
7399 int index = 0;
7400 int iCatSortOffset = 0;
7401
7402 for( int i = 0; i < iStartPos; i++ ) {
7403 if( !mSortCategory[i].empty() ) {
7404 iNum++;
7405 }
7406 }
7407 for( auto iter = filtered_items.begin(); iter != filtered_items.end(); ++index ) {
7408 if( highPEnd > 0 && index < highPEnd + iCatSortOffset ) {
7409 high = true;
7410 low = false;
7411 } else if( index >= lowPStart + iCatSortOffset ) {
7412 high = false;
7413 low = true;
7414 } else {
7415 high = false;
7416 low = false;
7417 }
7418
7419 if( iNum >= iStartPos && iNum < iStartPos + ( iMaxRows > iItemNum ? iItemNum : iMaxRows ) ) {
7420 int iThisPage = 0;
7421 if( !mSortCategory[iNum].empty() ) {
7422 iCatSortOffset++;
7423 mvwprintz( w_items, point( 1, iNum - iStartPos ), c_magenta, mSortCategory[iNum] );
7424 } else {
7425 if( iNum == iActive ) {
7426 iThisPage = page_num;
7427 }
7428 std::string sText;
7429 if( iter->vIG.size() > 1 ) {
7430 sText += string_format( "[%d/%d] (%d) ", iThisPage + 1, iter->vIG.size(), iter->totalcount );
7431 }
7432 sText += iter->example->tname();
7433 if( iter->vIG[iThisPage].count > 1 ) {
7434 sText += string_format( "[%d]", iter->vIG[iThisPage].count );
7435 }
7436
7437 nc_color col = c_light_green;
7438 if( iNum != iActive ) {
7439 if( high ) {
7440 col = c_yellow;
7441 } else if( low ) {
7442 col = c_red;
7443 } else {
7444 col = iter->example->color_in_inventory();
7445 }
7446 }
7447 trim_and_print( w_items, point( 1, iNum - iStartPos ), width - 9, col, sText );
7448 const int numw = iItemNum > 9 ? 2 : 1;
7449 const int x = iter->vIG[iThisPage].pos.x;
7450 const int y = iter->vIG[iThisPage].pos.y;
7451 mvwprintz( w_items, point( width - 6 - numw, iNum - iStartPos ),
7452 iNum == iActive ? c_light_green : c_light_gray,
7453 "%*d %s", numw, rl_dist( point_zero, point( x, y ) ),
7455 ++iter;
7456 }
7457 } else {
7458 ++iter;
7459 }
7460 iNum++;
7461 }
7462 iNum = 0;
7463 for( int i = 0; i < iActive; i++ ) {
7464 if( !mSortCategory[i].empty() ) {
7465 iNum++;
7466 }
7467 }
7468 mvwprintz( w_items_border, point( ( width - 9 ) / 2 + ( iItemNum > 9 ? 0 : 1 ), 0 ),
7469 c_light_green, " %*d", iItemNum > 9 ? 2 : 1, iItemNum > 0 ? iActive - iNum + 1 : 0 );
7470 wprintz( w_items_border, c_white, " / %*d ", iItemNum > 9 ? 2 : 1, iItemNum - iCatSortNum );
7471 werase( w_item_info );
7472
7473 if( iItemNum > 0 && activeItem ) {
7474 item_location loc( map_cursor( u.pos() + activeItem->example_item_pos ),
7475 const_cast<item *>( activeItem->example ) );
7477 std::vector<iteminfo> this_item = activeItem->example->info( temperature );
7478 std::vector<iteminfo> item_info_dummy;
7479
7480 item_info_data dummy( "", "", this_item, item_info_dummy, iScrollPos );
7481 dummy.without_getch = true;
7482 dummy.without_border = true;
7483
7484 draw_item_info( w_item_info, dummy );
7485 }
7486 draw_scrollbar( w_items_border, iActive, iMaxRows, iItemNum, point_south );
7487 wnoutrefresh( w_items_border );
7488 }
7489
7490 const bool bDrawLeft = ground_items.empty() || filtered_items.empty() || !activeItem || filter_type;
7491 draw_custom_border( w_item_info, bDrawLeft, true, true, true, LINE_XXXO, LINE_XOXX, true, true );
7492
7493 if( iItemNum > 0 && activeItem ) {
7494 // print info window title: < item name >
7495 mvwprintw( w_item_info, point( 2, 0 ), "< " );
7496 trim_and_print( w_item_info, point( 4, 0 ), width - 8, activeItem->example->color_in_inventory(),
7497 activeItem->example->display_name() );
7498 wprintw( w_item_info, " >" );
7499 }
7500
7501 wnoutrefresh( w_items );
7502 wnoutrefresh( w_item_info );
7503
7504 if( filter_type ) {
7505 draw_item_filter_rules( w_item_info, 0, iInfoHeight - 1, filter_type.value() );
7506 }
7507 } );
7508
7509 std::optional<tripoint> trail_start;
7510 std::optional<tripoint> trail_end;
7511 bool trail_end_x = false;
7512 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7513 trail_end_x );
7514 add_draw_callback( trail_cb );
7515
7516 do {
7517 if( action == "COMPARE" && activeItem ) {
7518 game_menus::inv::compare( u, active_pos );
7519 } else if( action == "FILTER" ) {
7520 filter_type = item_filter_type::FILTER;
7521 ui.invalidate_ui();
7523 .title( _( "Filter:" ) )
7524 .width( 55 )
7525 .description( _( "UP: history, CTRL-U: clear line, ESC: abort, ENTER: save" ) )
7526 .identifier( "item_filter" )
7527 .max_length( 256 )
7528 .edit( sFilter );
7529 refilter = true;
7530 addcategory = !sort_radius;
7532 filter_type = std::nullopt;
7533 } else if( action == "RESET_FILTER" ) {
7534 sFilter.clear();
7535 filtered_items = ground_items;
7536 refilter = true;
7538 addcategory = !sort_radius;
7539 } else if( action == "EXAMINE" && !filtered_items.empty() && activeItem ) {
7540 std::vector<iteminfo> dummy;
7541 const item *example_item = activeItem->example;
7542 // TODO: const_item_location
7543 item_location loc = item_location( u, const_cast<item *>( example_item ) );
7545 std::vector<iteminfo> this_item = example_item->info( temperature );
7546
7547 item_info_data info_data( example_item->tname(), example_item->type_name(), this_item, dummy );
7548 info_data.handle_scrolling = true;
7549
7551 return catacurses::newwin( TERMY, width - 5, point_zero );
7552 }, info_data );
7553 } else if( action == "PRIORITY_INCREASE" ) {
7554 filter_type = item_filter_type::HIGH_PRIORITY;
7555 ui.invalidate_ui();
7557 .title( _( "High Priority:" ) )
7558 .width( 55 )
7560 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7561 .identifier( "list_item_priority" )
7562 .max_length( 256 )
7563 .query_string();
7564 refilter = true;
7565 addcategory = !sort_radius;
7567 filter_type = std::nullopt;
7568 } else if( action == "PRIORITY_DECREASE" ) {
7569 filter_type = item_filter_type::LOW_PRIORITY;
7570 ui.invalidate_ui();
7572 .title( _( "Low Priority:" ) )
7573 .width( 55 )
7575 .description( _( "UP: history, CTRL-U clear line, ESC: abort, ENTER: save" ) )
7576 .identifier( "list_item_downvote" )
7577 .max_length( 256 )
7578 .query_string();
7579 refilter = true;
7580 addcategory = !sort_radius;
7582 filter_type = std::nullopt;
7583 } else if( action == "SORT" ) {
7584 if( sort_radius ) {
7585 sort_radius = false;
7586 addcategory = true;
7587 uistate.list_item_sort = 2; // list is sorted by category
7588 } else {
7589 sort_radius = true;
7590 uistate.list_item_sort = 1; // list is sorted by distance
7591 }
7592 highPEnd = -1;
7593 lowPStart = -1;
7594 iCatSortNum = 0;
7595
7596 mSortCategory.clear();
7597 refilter = true;
7598 } else if( action == "TRAVEL_TO" && activeItem ) {
7599 if( !u.sees( u.pos() + active_pos ) ) {
7600 add_msg( _( "You can't see that destination." ) );
7601 }
7602 auto route = m.route( u.pos(), u.pos() + active_pos, u.get_pathfinding_settings(),
7603 u.get_path_avoid() );
7604 if( route.size() > 1 ) {
7605 route.pop_back();
7606 u.set_destination( route );
7607 break;
7608 } else {
7609 add_msg( m_info, _( "You can't travel there." ) );
7610 }
7611 }
7612 if( uistate.list_item_sort == 1 ) {
7613 ground_items = item_list;
7614 } else if( uistate.list_item_sort == 2 ) {
7615 std::sort( ground_items.begin(), ground_items.end(), map_item_stack::map_item_stack_sort );
7616 }
7617
7618 if( refilter ) {
7619 refilter = false;
7620 filtered_items = filter_item_stacks( ground_items, sFilter );
7621 highPEnd = list_filter_high_priority( filtered_items, list_item_upvote );
7622 lowPStart = list_filter_low_priority( filtered_items, highPEnd, list_item_downvote );
7623 iActive = 0;
7624 page_num = 0;
7625 iItemNum = filtered_items.size();
7626 }
7627
7628 if( addcategory ) {
7629 addcategory = false;
7630 iCatSortNum = 0;
7631 mSortCategory.clear();
7632 if( highPEnd > 0 ) {
7633 mSortCategory[0] = _( "HIGH PRIORITY" );
7634 iCatSortNum++;
7635 }
7636 std::string last_cat_name;
7637 for( int i = std::max( 0, highPEnd );
7638 i < std::min( lowPStart, static_cast<int>( filtered_items.size() ) ); i++ ) {
7639 const std::string &cat_name = filtered_items[i].example->get_category().name();
7640 if( cat_name != last_cat_name ) {
7641 mSortCategory[i + iCatSortNum++] = cat_name;
7642 last_cat_name = cat_name;
7643 }
7644 }
7645 if( lowPStart < static_cast<int>( filtered_items.size() ) ) {
7646 mSortCategory[lowPStart + iCatSortNum++] = _( "LOW PRIORITY" );
7647 }
7648 if( !mSortCategory[0].empty() ) {
7649 iActive++;
7650 }
7651 iItemNum = static_cast<int>( filtered_items.size() ) + iCatSortNum;
7652 }
7653
7654 if( action == "UP" ) {
7655 do {
7656 iActive--;
7657
7658 } while( !mSortCategory[iActive].empty() );
7659 iScrollPos = 0;
7660 page_num = 0;
7661 if( iActive < 0 ) {
7662 iActive = iItemNum - 1;
7663 }
7664 } else if( action == "DOWN" ) {
7665 do {
7666 iActive++;
7667
7668 } while( !mSortCategory[iActive].empty() );
7669 iScrollPos = 0;
7670 page_num = 0;
7671 if( iActive >= iItemNum ) {
7672 iActive = mSortCategory[0].empty() ? 0 : 1;
7673 }
7674 } else if( action == "RIGHT" ) {
7675 if( !filtered_items.empty() && activeItem ) {
7676 if( ++page_num >= static_cast<int>( activeItem->vIG.size() ) ) {
7677 page_num = activeItem->vIG.size() - 1;
7678 }
7679 }
7680 } else if( action == "LEFT" ) {
7681 page_num = std::max( 0, page_num - 1 );
7682 } else if( action == "PAGE_UP" ) {
7683 iScrollPos--;
7684 } else if( action == "PAGE_DOWN" ) {
7685 iScrollPos++;
7686 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7687 u.view_offset = stored_view_offset;
7689 }
7690
7691 active_pos = tripoint_zero;
7692 activeItem = nullptr;
7693
7694 if( mSortCategory[iActive].empty() ) {
7695 auto iter = filtered_items.begin();
7696 for( int iNum = 0; iter != filtered_items.end() && iNum < iActive; iNum++ ) {
7697 if( mSortCategory[iNum].empty() ) {
7698 ++iter;
7699 }
7700 }
7701 if( iter != filtered_items.end() ) {
7702 active_pos = iter->vIG[page_num].pos;
7703 activeItem = &( *iter );
7704 }
7705 }
7706
7707 if( activeItem ) {
7708 centerlistview( active_pos, width );
7709 trail_start = u.pos();
7710 trail_end = u.pos() + active_pos;
7711 // Actually accessed from the terrain overlay callback `trail_cb` in the
7712 // call to `ui_manager::redraw`.
7713 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
7714 trail_end_x = true;
7715 } else {
7716 u.view_offset = stored_view_offset;
7717 trail_start = trail_end = std::nullopt;
7718 }
7720
7722
7723 action = ctxt.handle_input();
7724 } while( action != "QUIT" );
7725
7726 u.view_offset = stored_view_offset;
7727 return game::vmenu_ret::QUIT;
7728}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:149
std::string list_item_upvote
Definition: game.h:1030
std::string list_item_downvote
Definition: game.h:1031
std::string sFilter
Definition: game.h:1029
void reset_item_list_state(const catacurses::window &window, int height, bool bRadiusSort)
Definition: game.cpp:7166
std::vector< iteminfo > info() const
Return all the information about the item and its type as a vector.
Definition: item.cpp:3991
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4147
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9880
static bool map_item_stack_sort(const map_item_stack &lhs, const map_item_stack &rhs)
std::vector< item_group > vIG
const item * example
tripoint example_item_pos
string_input_popup & identifier(const std::string &value)
An identifier to be used to store / get the input history.
string_input_popup & text(const std::string &value)
Set / get the text that can be modified by the user.
void edit(std::string &value)
Edit values in place.
string_input_popup & width(int value)
Width (in console cells) of the input field itself.
string_input_popup & description(const std::string &value)
Additional help text, shown below the input box.
string_input_popup & title(const std::string &value)
The title: short string before the actual input field.
std::string list_item_priority
Definition: uistate.h:121
int list_item_sort
Definition: uistate.h:118
bool list_item_downvote_active
Definition: uistate.h:124
bool list_item_init
Definition: uistate.h:126
bool list_item_filter_active
Definition: uistate.h:123
std::string list_item_filter
Definition: uistate.h:119
bool list_item_priority_active
Definition: uistate.h:125
std::string list_item_downvote
Definition: uistate.h:120
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
temperature_flag
Definition: enums.h:42
static shared_ptr_fast< game::draw_callback_t > create_trail_callback(const std::optional< tripoint > &trail_start, const std::optional< tripoint > &trail_end, const bool &trail_end_x)
Definition: game.cpp:3070
uistatedata uistate
Definition: game.cpp:286
static void centerlistview(const tripoint &active_item_position, int ui_width)
Definition: game.cpp:7011
std::string direction_name_short(const direction dir)
Definition: line.cpp:533
int list_filter_high_priority(std::vector< map_item_stack > &stack, const std::string &priorities)
std::vector< map_item_stack > filter_item_stacks(const std::vector< map_item_stack > &stack, const std::string &filter)
int list_filter_low_priority(std::vector< map_item_stack > &stack, const int start, const std::string &priorities)
void mvwprintw(const window &win, point p, const std::string &text)
void wprintw(const window &win, const std::string &text)
temperature_flag temperature_flag_for_location(const map &m, const item_location &loc)
Definition: rot.cpp:12
quantity< int, temperature_in_millidegree_celsius_tag > temperature
void calcStartPos(int &iStartPos, const int iCurrentLine, const int iContentHeight, const int iNumEntries)
Definition: output.cpp:1507
void draw_custom_border(const catacurses::window &w, const catacurses::chtype ls, const catacurses::chtype rs, const catacurses::chtype ts, const catacurses::chtype bs, const catacurses::chtype tl, const catacurses::chtype tr, const catacurses::chtype bl, const catacurses::chtype br, const nc_color FG, point pos, int height, int width)
Definition: output.cpp:524
void draw_item_filter_rules(const catacurses::window &win, int starty, int height, item_filter_type type)
Write some tips (such as precede items with - to exclude them) onto the window.
Definition: output.cpp:810
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
void trim_and_print(const catacurses::window &w, point begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_scrollbar(const catacurses::window &window, const int iCurrentLine, const int iContentHeight, const int iNumLines, point offset, nc_color bar_color, const bool bDoNotScrollToEnd)
Draw a scrollbar (Legacy function, use class scrollbar instead!)
Definition: output.cpp:1314
input_event draw_item_info(const int iLeft, const int iWidth, const int iTop, const int iHeight, item_info_data &data)
Definition: output.cpp:793
#define LINE_XOXX
Definition: output.h:47
#define LINE_XXXO
Definition: output.h:45

References _, action, add_draw_callback(), add_msg(), c_light_gray, c_light_green, c_magenta, c_red, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, clamp(), item::color_in_inventory(), game_menus::inv::compare(), create_trail_callback(), string_input_popup::description(), direction_from(), direction_name_short(), item::display_name(), draw_custom_border(), draw_item_filter_rules(), draw_item_info(), draw_scrollbar(), string_input_popup::edit(), map_item_stack::example, map_item_stack::example_item_pos, FILTER, filter_item_stacks(), Character::get_path_avoid(), Character::get_pathfinding_settings(), input_context::handle_input(), item_info_data::handle_scrolling, high, HIGH_PRIORITY, string_input_popup::identifier(), item::info(), invalidate_main_ui_adaptor(), LINE_XOXX, LINE_XXXO, list_filter_high_priority(), list_filter_low_priority(), list_item_downvote, uistatedata::list_item_downvote, uistatedata::list_item_downvote_active, uistatedata::list_item_filter, uistatedata::list_item_filter_active, uistatedata::list_item_init, uistatedata::list_item_priority, uistatedata::list_item_priority_active, uistatedata::list_item_sort, list_item_upvote, LOW_PRIORITY, m, m_info, map_item_stack::map_item_stack_sort(), string_input_popup::max_length(), catacurses::mvwprintw(), mvwprintz(), catacurses::newwin(), point_south, point_zero, Character::pos(), string_input_popup::query_string(), QUIT, ui_manager::redraw(), input_context::register_action(), remove_color_tags(), reset_item_list_state(), rl_dist(), map::route(), Character::sees(), Character::set_destination(), sFilter, string_format(), rot::temperature_flag_for_location(), TERMX, TERMY, string_input_popup::text(), string_input_popup::title(), item::tname(), to_translation(), trim_and_print(), tripoint_zero, item::type_name(), u, uistate, utf8_width(), player::view_offset, map_item_stack::vIG, catacurses::werase(), string_input_popup::width(), item_info_data::without_border, item_info_data::without_getch, catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ list_items_monsters()

void game::list_items_monsters ( )
private

Definition at line 7235 of file game.cpp.

7236{
7237 std::vector<Creature *> mons = u.get_visible_creatures( current_daylight_level( calendar::turn ) );
7238 // whole reality bubble
7239 const std::vector<map_item_stack> items = find_nearby_items( 60 );
7240
7241 if( mons.empty() && items.empty() ) {
7242 add_msg( m_info, _( "You don't see any items or monsters around you!" ) );
7243 return;
7244 }
7245
7246 std::sort( mons.begin(), mons.end(), [&]( const Creature * lhs, const Creature * rhs ) {
7247 const auto att_lhs = lhs->attitude_to( u );
7248 const auto att_rhs = rhs->attitude_to( u );
7249
7250 return att_lhs < att_rhs || ( att_lhs == att_rhs
7251 && rl_dist( u.pos(), lhs->pos() ) < rl_dist( u.pos(), rhs->pos() ) );
7252 } );
7253
7254 // If the current list is empty, switch to the non-empty list
7256 if( items.empty() ) {
7257 uistate.vmenu_show_items = false;
7258 }
7259 } else if( mons.empty() ) {
7261 }
7262
7265 while( true ) {
7266 ret = uistate.vmenu_show_items ? list_items( items ) : list_monsters( mons );
7269 } else {
7270 break;
7271 }
7272 }
7273
7274 if( ret == game::vmenu_ret::FIRE ) {
7276 }
7278}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
game::vmenu_ret list_monsters(const std::vector< Creature * > &monster_list)
Definition: game.cpp:7730
game::vmenu_ret list_items(const std::vector< map_item_stack > &item_list)
Definition: game.cpp:7280
vmenu_ret
Definition: game.h:768
std::vector< map_item_stack > find_nearby_items(int iRadius)
Definition: game.cpp:6934
void temp_exit_fullscreen()
Definition: game.cpp:455
void reenter_fullscreen()
Definition: game.cpp:465
bool vmenu_show_items
Definition: uistate.h:122

References _, add_msg(), CHANGE_TAB, current_daylight_level(), find_nearby_items(), FIRE, avatar_action::fire_wielded_weapon(), Character::get_visible_creatures(), list_items(), list_monsters(), m_info, reenter_fullscreen(), cata::hash64_detail::ret, temp_exit_fullscreen(), calendar::turn, u, uistate, and uistatedata::vmenu_show_items.

Referenced by handle_action(), and look_around().

◆ list_missions()

void game::list_missions ( )

Definition at line 22 of file mission_ui.cpp.

23{
24 catacurses::window w_missions;
25
26 enum class tab_mode : int {
27 TAB_ACTIVE = 0,
28 TAB_COMPLETED,
29 TAB_FAILED,
30 NUM_TABS,
31 FIRST_TAB = 0,
32 LAST_TAB = NUM_TABS - 1
33 };
34 tab_mode tab = tab_mode::FIRST_TAB;
35 size_t selection = 0;
36 int entries_per_page = 0;
37 input_context ctxt( "MISSIONS" );
38 ctxt.register_cardinal();
39 ctxt.register_action( "CONFIRM" );
40 ctxt.register_action( "QUIT" );
41 ctxt.register_action( "HELP_KEYBINDINGS" );
42
44 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
46
47 // content ranges from y=3 to FULL_SCREEN_HEIGHT - 2
48 entries_per_page = FULL_SCREEN_HEIGHT - 4;
49
50 ui.position_from_window( w_missions );
51 } );
52 ui.mark_resize();
53
54 std::vector<mission *> umissions;
55
56 ui.on_redraw( [&]( const ui_adaptor & ) {
57 werase( w_missions );
58 // entries_per_page * page number
59 const int top_of_page = entries_per_page * ( selection / entries_per_page );
60 const int bottom_of_page =
61 std::min( top_of_page + entries_per_page - 1, static_cast<int>( umissions.size() ) - 1 );
62
63 for( int i = 3; i < FULL_SCREEN_HEIGHT - 1; i++ ) {
64 mvwputch( w_missions, point( 30, i ), BORDER_COLOR, LINE_XOXO );
65 }
66
67 const std::vector<std::pair<tab_mode, std::string>> tabs = {
68 { tab_mode::TAB_ACTIVE, _( "ACTIVE MISSIONS" ) },
69 { tab_mode::TAB_COMPLETED, _( "COMPLETED MISSIONS" ) },
70 { tab_mode::TAB_FAILED, _( "FAILED MISSIONS" ) },
71 };
72 draw_tabs( w_missions, tabs, tab );
73 draw_border_below_tabs( w_missions );
74
75 mvwputch( w_missions, point( 30, 2 ), BORDER_COLOR,
76 tab == tab_mode::TAB_COMPLETED ? ' ' : LINE_OXXX ); // ^|^
77 mvwputch( w_missions, point( 30, FULL_SCREEN_HEIGHT - 1 ), BORDER_COLOR, LINE_XXOX ); // _|_
78
79 draw_scrollbar( w_missions, selection, entries_per_page, umissions.size(), point( 0, 3 ) );
80
81 for( int i = top_of_page; i <= bottom_of_page; i++ ) {
82 const auto miss = umissions[i];
83 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
84 const int y = i - top_of_page + 3;
85 trim_and_print( w_missions, point( 1, y ), 28,
86 static_cast<int>( selection ) == i ? hilite( col ) : col,
87 miss->name() );
88 }
89
90 if( selection < umissions.size() ) {
91 const auto miss = umissions[selection];
92 const nc_color col = u.get_active_mission() == miss ? c_light_green : c_white;
93 std::string for_npc;
94 if( miss->get_npc_id().is_valid() ) {
95 npc *guy = g->find_npc( miss->get_npc_id() );
96 if( guy ) {
97 for_npc = string_format( _( " for %s" ), guy->disp_name() );
98 }
99 }
100
101 int y = 3;
102 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, col,
103 miss->name() + for_npc );
104
105 auto format_tokenized_description = []( const std::string & description,
106 const std::vector<std::pair<int, itype_id>> &rewards ) {
107 std::string formatted_description = description;
108 for( const auto &reward : rewards ) {
109 std::string token = "<reward_count:" + reward.second.str() + ">";
110 formatted_description = replace_all( formatted_description, token,
111 string_format( "%d", reward.first ) );
112 }
113 return formatted_description;
114 };
115
116 y++;
117 if( !miss->get_description().empty() ) {
118 y += fold_and_print( w_missions, point( 31, y ), getmaxx( w_missions ) - 33, c_white,
119 format_tokenized_description( miss->get_description(), miss->get_likely_rewards() ) );
120 }
121 if( miss->has_deadline() ) {
122 const time_point deadline = miss->get_deadline();
123 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Deadline: %s" ), to_string( deadline ) );
124
125 if( tab != tab_mode::TAB_COMPLETED ) {
126 // There's no point in displaying this for a completed mission.
127 // @ TODO: But displaying when you completed it would be useful.
128 const time_duration remaining = deadline - calendar::turn;
129 std::string remaining_time;
130
131 if( remaining <= 0_turns ) {
132 remaining_time = _( "None!" );
133 } else if( u.has_watch() ) {
134 remaining_time = to_string( remaining );
135 } else {
136 remaining_time = to_string_approx( remaining );
137 }
138
139 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Time remaining: %s" ), remaining_time );
140 }
141 }
142 if( miss->has_target() ) {
144 // TODO: target does not contain a z-component, targets are assumed to be on z=0
145 mvwprintz( w_missions, point( 31, ++y ), c_white, _( "Target: %s You: %s" ),
146 miss->get_target().to_string(), pos.to_string() );
147 }
148 } else {
149 static const std::map< tab_mode, std::string > nope = {
150 { tab_mode::TAB_ACTIVE, translate_marker( "You have no active missions!" ) },
151 { tab_mode::TAB_COMPLETED, translate_marker( "You haven't completed any missions!" ) },
152 { tab_mode::TAB_FAILED, translate_marker( "You haven't failed any missions!" ) }
153 };
154 mvwprintz( w_missions, point( 31, 4 ), c_light_red, _( nope.at( tab ) ) );
155 }
156
157 wnoutrefresh( w_missions );
158 } );
159
160 while( true ) {
161 umissions.clear();
162 if( tab < tab_mode::FIRST_TAB || tab >= tab_mode::NUM_TABS ) {
163 debugmsg( "The sanity check failed because tab=%d", static_cast<int>( tab ) );
164 tab = tab_mode::FIRST_TAB;
165 }
166 switch( tab ) {
168 umissions = u.get_active_missions();
169 break;
170 case tab_mode::TAB_COMPLETED:
171 umissions = u.get_completed_missions();
172 break;
173 case tab_mode::TAB_FAILED:
174 umissions = u.get_failed_missions();
175 break;
176 default:
177 break;
178 }
179 if( ( !umissions.empty() && selection >= umissions.size() ) ||
180 ( umissions.empty() && selection != 0 ) ) {
181 debugmsg( "Sanity check failed: selection=%d, size=%d", static_cast<int>( selection ),
182 static_cast<int>( umissions.size() ) );
183 selection = 0;
184 }
186 const std::string action = ctxt.handle_input();
187 if( action == "RIGHT" ) {
188 tab = static_cast<tab_mode>( static_cast<int>( tab ) + 1 );
189 if( tab >= tab_mode::NUM_TABS ) {
190 tab = tab_mode::FIRST_TAB;
191 }
192 selection = 0;
193 } else if( action == "LEFT" ) {
194 tab = static_cast<tab_mode>( static_cast<int>( tab ) - 1 );
195 if( tab < tab_mode::FIRST_TAB ) {
196 tab = tab_mode::LAST_TAB;
197 }
198 selection = 0;
199 } else if( action == "DOWN" ) {
200 selection++;
201 if( selection >= umissions.size() ) {
202 selection = 0;
203 }
204 } else if( action == "UP" ) {
205 if( selection == 0 ) {
206 selection = umissions.empty() ? 0 : umissions.size() - 1;
207 } else {
208 selection--;
209 }
210 } else if( action == "CONFIRM" ) {
211 if( tab == tab_mode::TAB_ACTIVE && selection < umissions.size() ) {
212 u.set_active_mission( *umissions[selection] );
213 }
214 break;
215 } else if( action == "QUIT" ) {
216 break;
217 }
218 }
219}
std::string to_string_approx(const time_duration &dur, const bool verbose)
Returns approximate duration.
Definition: calendar.cpp:361
bool has_watch() const
Returns true if the player or their vehicle has a watch.
Definition: character.cpp:729
void set_active_mission(mission &cur_mission)
Set which mission is active.
Definition: avatar.cpp:214
mission * get_active_mission() const
Returns the mission that is currently active.
Definition: avatar.cpp:193
std::vector< mission * > get_completed_missions() const
Definition: avatar.cpp:183
std::vector< mission * > get_active_missions() const
Definition: avatar.cpp:178
std::vector< mission * > get_failed_missions() const
Definition: avatar.cpp:188
A point in the game time.
Definition: calendar.h:431
nc_color hilite(const nc_color &c)
Definition: color.cpp:509
void draw_tabs(const catacurses::window &w, const std::vector< std::string > &tab_texts, size_t current_tab)
Definition: output.cpp:1274
void draw_border_below_tabs(const catacurses::window &w, nc_color border_color)
Definition: output.cpp:587
int fold_and_print(const catacurses::window &w, point begin, int width, const nc_color &base_color, const std::string &text, const char split)
Fold and print text in the given window.
Definition: output.cpp:299
#define LINE_XXOX
Definition: output.h:46
#define BORDER_COLOR
Definition: output.h:92
std::string replace_all(std::string input, const std::string &what, const std::string &with)
Replace all occurences of 'what' within 'input' with 'with'.
#define translate_marker(x)
Marks a string literal to be extracted for translation.
Definition: translations.h:30
catacurses::window new_centered_win(int nlines, int ncols)
Definition: ui.cpp:30

References _, action, BORDER_COLOR, c_light_green, c_light_red, c_white, debugmsg, Character::disp_name(), draw_border_below_tabs(), draw_scrollbar(), draw_tabs(), fold_and_print(), FULL_SCREEN_HEIGHT, FULL_SCREEN_WIDTH, g, avatar::get_active_mission(), avatar::get_active_missions(), avatar::get_completed_missions(), avatar::get_failed_missions(), catacurses::getmaxx(), Character::global_omt_location(), input_context::handle_input(), Character::has_watch(), hilite(), LINE_OXXX, LINE_XOXO, LINE_XXOX, mvwprintz(), mvwputch(), new_centered_win(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), replace_all(), avatar::set_active_mission(), string_format(), anonymous_namespace{bionics_ui.cpp}::TAB_ACTIVE, coords::coord_point< Point, Origin, Scale >::to_string(), to_string(), to_string_approx(), translate_marker, trim_and_print(), calendar::turn, u, catacurses::werase(), and catacurses::wnoutrefresh().

Referenced by handle_action().

◆ list_monsters()

game::vmenu_ret game::list_monsters ( const std::vector< Creature * > &  monster_list)
private

Definition at line 7730 of file game.cpp.

7731{
7732 const int iInfoHeight = 15;
7733 const int width = 45;
7734 int offsetX = 0;
7735 int iMaxRows = 0;
7736
7737 catacurses::window w_monsters;
7738 catacurses::window w_monsters_border;
7739 catacurses::window w_monster_info;
7740 catacurses::window w_monster_info_border;
7741
7742 Creature *cCurMon = nullptr;
7743 tripoint iActivePos;
7744
7745 bool hide_ui = false;
7746
7747 ui_adaptor ui;
7748 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
7749 if( hide_ui ) {
7750 ui.position( point_zero, point_zero );
7751 } else {
7752 offsetX = TERMX - width;
7753 iMaxRows = TERMY - iInfoHeight - 1;
7754
7755 w_monsters = catacurses::newwin( iMaxRows, width - 2, point( offsetX + 1,
7756 1 ) );
7757 w_monsters_border = catacurses::newwin( iMaxRows + 1, width, point( offsetX,
7758 0 ) );
7759 w_monster_info = catacurses::newwin( iInfoHeight - 2, width - 2,
7760 point( offsetX + 1, TERMY - iInfoHeight + 1 ) );
7761 w_monster_info_border = catacurses::newwin( iInfoHeight, width, point( offsetX,
7762 TERMY - iInfoHeight ) );
7763
7764 if( cCurMon ) {
7765 centerlistview( iActivePos, width );
7766 }
7767
7768 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
7769 }
7770 } );
7771 ui.mark_resize();
7772
7773 const int max_gun_range = u.primary_weapon().gun_range( &u );
7774
7775 const tripoint stored_view_offset = u.view_offset;
7777
7778 int iActive = 0; // monster index that we're looking at
7779
7780 std::string action;
7781 input_context ctxt( "LIST_MONSTERS" );
7782 ctxt.register_action( "UP", to_translation( "Move cursor up" ) );
7783 ctxt.register_action( "DOWN", to_translation( "Move cursor down" ) );
7784 ctxt.register_action( "NEXT_TAB" );
7785 ctxt.register_action( "PREV_TAB" );
7786 ctxt.register_action( "SAFEMODE_BLACKLIST_ADD" );
7787 ctxt.register_action( "SAFEMODE_BLACKLIST_REMOVE" );
7788 ctxt.register_action( "QUIT" );
7789 if( bVMonsterLookFire ) {
7790 ctxt.register_action( "look" );
7791 ctxt.register_action( "fire" );
7792 }
7793 ctxt.register_action( "HELP_KEYBINDINGS" );
7794
7795 // first integer is the row the attitude category string is printed in the menu
7796 std::map<int, Creature::Attitude> mSortCategory;
7797
7798 for( int i = 0, last_attitude = -1; i < static_cast<int>( monster_list.size() ); i++ ) {
7799 const auto attitude = monster_list[i]->attitude_to( u );
7800 if( attitude != last_attitude ) {
7801 mSortCategory[i + mSortCategory.size()] = attitude;
7802 last_attitude = attitude;
7803 }
7804 }
7805
7806 ui.on_redraw( [&]( const ui_adaptor & ) {
7807 if( !hide_ui ) {
7808 draw_custom_border( w_monsters_border, true, true, true, true, true, true, LINE_XOXO, LINE_XOXO );
7809 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7810 true );
7811
7812 mvwprintz( w_monsters_border, point( 2, 0 ), c_light_green, "<Tab> " );
7813 wprintz( w_monsters_border, c_white, _( "Monsters" ) );
7814
7815 if( monster_list.empty() ) {
7816 werase( w_monsters );
7817 mvwprintz( w_monsters, point( 2, iMaxRows / 3 ), c_white,
7818 _( "You don't see any monsters around you!" ) );
7819 } else {
7820 werase( w_monsters );
7821
7822 const int iNumMonster = monster_list.size();
7823 const int iMenuSize = monster_list.size() + mSortCategory.size();
7824
7825 const int numw = iNumMonster > 999 ? 4 :
7826 iNumMonster > 99 ? 3 :
7827 iNumMonster > 9 ? 2 : 1;
7828
7829 // given the currently selected monster iActive. get the selected row
7830 int iSelPos = iActive;
7831 for( auto &ia : mSortCategory ) {
7832 int index = ia.first;
7833 if( index <= iSelPos ) {
7834 ++iSelPos;
7835 } else {
7836 break;
7837 }
7838 }
7839 int iStartPos = 0;
7840 // use selected row get the start row
7841 calcStartPos( iStartPos, iSelPos, iMaxRows - 1, iMenuSize );
7842
7843 // get first visible monster and category
7844 int iCurMon = iStartPos;
7845 auto CatSortIter = mSortCategory.cbegin();
7846 while( CatSortIter != mSortCategory.cend() && CatSortIter->first < iStartPos ) {
7847 ++CatSortIter;
7848 --iCurMon;
7849 }
7850
7851 const auto endY = std::min<int>( iMaxRows - 1, iMenuSize );
7852 for( int y = 0; y < endY; ++y ) {
7853 if( CatSortIter != mSortCategory.cend() ) {
7854 const int iCurPos = iStartPos + y;
7855 const int iCatPos = CatSortIter->first;
7856 if( iCurPos == iCatPos ) {
7857 const std::string cat_name = Creature::get_attitude_ui_data(
7858 CatSortIter->second ).first.translated();
7859 mvwprintz( w_monsters, point( 1, y ), c_magenta, cat_name );
7860 ++CatSortIter;
7861 continue;
7862 }
7863 }
7864 // select current monster
7865 const auto critter = monster_list[iCurMon];
7866 const bool selected = iCurMon == iActive;
7867 ++iCurMon;
7868 if( critter->sees( g->u ) ) {
7869 mvwprintz( w_monsters, point( 0, y ), c_yellow, "!" );
7870 }
7871 bool is_npc = false;
7872 const monster *m = dynamic_cast<monster *>( critter );
7873 const npc *p = dynamic_cast<npc *>( critter );
7874 nc_color name_color = critter->basic_symbol_color();
7875
7876 if( selected ) {
7877 name_color = hilite( name_color );
7878 }
7879
7880 if( m != nullptr ) {
7881 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, m->name() );
7882 } else {
7883 trim_and_print( w_monsters, point( 1, y ), width - 26, name_color, critter->disp_name() );
7884 is_npc = true;
7885 }
7886
7887 if( selected && !get_safemode().empty() ) {
7888 const std::string monName = is_npc ? get_safemode().npc_type_name() : m->name();
7889
7890 std::string sSafemode;
7891 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
7892 sSafemode = _( "<R>emove from safemode Blacklist" );
7893 } else {
7894 sSafemode = _( "<A>dd to safemode Blacklist" );
7895 }
7896
7897 shortcut_print( w_monsters, point( 2, getmaxy( w_monsters ) - 1 ),
7898 c_white, c_light_green, sSafemode );
7899 }
7900
7902 std::string sText;
7903
7904 if( m != nullptr ) {
7905 m->get_HP_Bar( color, sText );
7906 } else {
7907 std::tie( sText, color ) =
7908 ::get_hp_bar( critter->get_hp(), critter->get_hp_max(), false );
7909 }
7910 mvwprintz( w_monsters, point( width - 25, y ), color, sText );
7911
7912 if( m != nullptr ) {
7913 const auto att = m->get_attitude();
7914 sText = att.first;
7915 color = att.second;
7916 } else if( p != nullptr ) {
7917 sText = npc_attitude_name( p->get_attitude() );
7918 color = p->symbol_color();
7919 }
7920 mvwprintz( w_monsters, point( width - 19, y ), color, sText );
7921
7922 const int mon_dist = rl_dist( u.pos(), critter->pos() );
7923 const int numd = mon_dist > 999 ? 4 :
7924 mon_dist > 99 ? 3 :
7925 mon_dist > 9 ? 2 : 1;
7926
7927 trim_and_print( w_monsters, point( width - ( 8 + numd ), y ), 6 + numd,
7928 selected ? c_light_green : c_light_gray,
7929 "%*d %s",
7930 numd, mon_dist,
7931 direction_name_short( direction_from( u.pos(), critter->pos() ) ) );
7932 }
7933
7934 mvwprintz( w_monsters_border, point( ( width / 2 ) - numw - 2, 0 ), c_light_green, " %*d", numw,
7935 iActive + 1 );
7936 wprintz( w_monsters_border, c_white, " / %*d ", numw, static_cast<int>( monster_list.size() ) );
7937
7938 werase( w_monster_info );
7939 if( cCurMon ) {
7940 cCurMon->print_info( w_monster_info, 1, iInfoHeight - 3, 1 );
7941 }
7942
7943 draw_custom_border( w_monster_info_border, true, true, true, true, LINE_XXXO, LINE_XOXX, true,
7944 true );
7945
7946 if( bVMonsterLookFire ) {
7947 mvwprintw( w_monster_info_border, point_east, "< " );
7948 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "look" ) );
7949 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to look around" ) );
7950
7951 if( cCurMon && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
7952 wprintw( w_monster_info_border, " " );
7953 wprintz( w_monster_info_border, c_light_green, ctxt.press_x( "fire" ) );
7954 wprintz( w_monster_info_border, c_light_gray, " %s", _( "to shoot" ) );
7955 }
7956 wprintw( w_monster_info_border, " >" );
7957 }
7958
7959 draw_scrollbar( w_monsters_border, iActive, iMaxRows, static_cast<int>( monster_list.size() ),
7960 point_south );
7961 }
7962
7963 wnoutrefresh( w_monsters_border );
7964 wnoutrefresh( w_monster_info_border );
7965 wnoutrefresh( w_monsters );
7966 wnoutrefresh( w_monster_info );
7967 }
7968 } );
7969
7970 std::optional<tripoint> trail_start;
7971 std::optional<tripoint> trail_end;
7972 bool trail_end_x = false;
7973 shared_ptr_fast<draw_callback_t> trail_cb = create_trail_callback( trail_start, trail_end,
7974 trail_end_x );
7975 add_draw_callback( trail_cb );
7976
7977 do {
7978 if( action == "UP" ) {
7979 iActive--;
7980 if( iActive < 0 ) {
7981 if( monster_list.empty() ) {
7982 iActive = 0;
7983 } else {
7984 iActive = static_cast<int>( monster_list.size() ) - 1;
7985 }
7986 }
7987 } else if( action == "DOWN" ) {
7988 iActive++;
7989 if( iActive >= static_cast<int>( monster_list.size() ) ) {
7990 iActive = 0;
7991 }
7992 } else if( action == "NEXT_TAB" || action == "PREV_TAB" ) {
7993 u.view_offset = stored_view_offset;
7995 } else if( action == "SAFEMODE_BLACKLIST_REMOVE" ) {
7996 const auto m = dynamic_cast<monster *>( cCurMon );
7997 const std::string monName = ( m != nullptr ) ? m->name() : "human";
7998
7999 if( get_safemode().has_rule( monName, Creature::A_ANY ) ) {
8001 }
8002 } else if( action == "SAFEMODE_BLACKLIST_ADD" ) {
8003 if( !get_safemode().empty() ) {
8004 const auto m = dynamic_cast<monster *>( cCurMon );
8005 const std::string monName = ( m != nullptr ) ? m->name() : "human";
8006
8007 get_safemode().add_rule( monName, Creature::A_ANY, get_option<int>( "SAFEMODEPROXIMITY" ),
8009 }
8010 } else if( action == "look" ) {
8011 hide_ui = true;
8012 ui.mark_resize();
8013 look_around();
8014 hide_ui = false;
8015 ui.mark_resize();
8016 } else if( action == "fire" ) {
8017 if( cCurMon != nullptr && rl_dist( u.pos(), cCurMon->pos() ) <= max_gun_range ) {
8018 u.last_target = shared_from( *cCurMon );
8019 add_msg( "Target_set" );
8021 u.view_offset = stored_view_offset;
8022 return game::vmenu_ret::FIRE;
8023 }
8024 }
8025
8026 if( iActive >= 0 && static_cast<size_t>( iActive ) < monster_list.size() ) {
8027 cCurMon = monster_list[iActive];
8028 iActivePos = cCurMon->pos() - u.pos();
8029 centerlistview( iActivePos, width );
8030 trail_start = u.pos();
8031 trail_end = cCurMon->pos();
8032 // Actually accessed from the terrain overlay callback `trail_cb` in the
8033 // call to `ui_manager::redraw`.
8034 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
8035 trail_end_x = false;
8036 } else {
8037 cCurMon = nullptr;
8038 iActivePos = tripoint_zero;
8039 u.view_offset = stored_view_offset;
8040 trail_start = trail_end = std::nullopt;
8041 }
8043
8045
8046 action = ctxt.handle_input();
8047 } while( action != "QUIT" );
8048
8049 u.view_offset = stored_view_offset;
8050
8051 return game::vmenu_ret::QUIT;
8052}
double recoil
Definition: character.h:571
nc_color symbol_color() const override
Definition: character.cpp:6041
static const std::pair< translation, nc_color > & get_attitude_ui_data(Attitude att)
Creature Attitude as String and color.
Definition: creature.cpp:1899
virtual const tripoint & pos() const =0
virtual int print_info(const catacurses::window &w, int vStart, int vLines, int column) const =0
Write information about this creature.
shared_ptr_fast< T > shared_from(const T &critter)
Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).
Definition: game.cpp:4575
bool bVMonsterLookFire
Definition: game.h:1034
int gun_range(const player *p) const
The weapons range in map squares.
Definition: item.cpp:7374
npc_attitude get_attitude() const
Definition: npc.cpp:3166
weak_ptr_fast< Creature > last_target
Definition: player.h:241
bool has_rule(const std::string &rule_in, Creature::Attitude attitude_in)
void remove_rule(const std::string &rule_in, Creature::Attitude attitude_in)
static nc_color color(const T_t &t)
@ RULE_BLACKLISTED
Definition: enums.h:54
constexpr double MAX_RECOIL
std::string npc_attitude_name(npc_attitude att)
Definition: npc.cpp:2567
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
size_t shortcut_print(const catacurses::window &w, point p, nc_color text_color, nc_color shortcut_color, const std::string &fmt)
Definition: output.cpp:1543

References _, Creature::A_ANY, action, add_draw_callback(), add_msg(), safemode::add_rule(), bVMonsterLookFire, c_light_gray, c_light_green, c_magenta, c_white, c_yellow, calcStartPos(), centerlistview(), CHANGE_TAB, color(), create_trail_callback(), direction_from(), direction_name_short(), draw_custom_border(), draw_scrollbar(), FIRE, g, npc::get_attitude(), Creature::get_attitude_ui_data(), get_hp_bar(), get_safemode(), catacurses::getmaxy(), item::gun_range(), input_context::handle_input(), safemode::has_rule(), hilite(), invalidate_main_ui_adaptor(), player::last_target, LINE_XOXO, LINE_XOXX, LINE_XXXO, look_around(), m, MAX_RECOIL, catacurses::mvwprintw(), mvwprintz(), map::name(), catacurses::newwin(), npc_attitude_name(), safemode::npc_type_name(), point_east, point_south, point_zero, Creature::pos(), Character::pos(), input_context::press_x(), Character::primary_weapon(), Creature::print_info(), QUIT, Character::recoil, ui_manager::redraw(), input_context::register_action(), safemode::remove_rule(), rl_dist(), RULE_BLACKLISTED, shared_from(), shortcut_print(), Character::symbol_color(), TERMX, TERMY, to_translation(), trim_and_print(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), catacurses::wprintw(), and wprintz().

Referenced by list_items_monsters().

◆ load() [1/2]

bool game::load ( const save_t name)
private

Definition at line 2540 of file game.cpp.

2541{
2544 popup.message( "%s", _( "Please wait…\nLoading the save…" ) );
2547
2548 using namespace std::placeholders;
2549
2550 const std::string worldpath = get_world_base_save_path() + "/";
2551 const std::string playerpath = worldpath + name.base_path();
2552
2553 // Now load up the master game data; factions (and more?)
2554 load_master();
2555 u = avatar();
2556 u.set_save_id( name.decoded_name() );
2557 u.name = name.decoded_name();
2558 if( !read_from_file( playerpath + SAVE_EXTENSION, std::bind( &game::unserialize, this, _1 ) ) ) {
2559 return false;
2560 }
2561
2563 u.get_avatar_diary()->load();
2564
2566
2567 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_LOG,
2568 std::bind( &memorial_logger::load, &memorial(), _1 ) );
2569
2570#if defined(__ANDROID__)
2571 read_from_file_optional( worldpath + name.base_path() + SAVE_EXTENSION_SHORTCUTS,
2572 std::bind( &game::load_shortcuts, this, _1 ) );
2573#endif
2574
2575 // Now that the player's worn items are updated, their sight limits need to be
2576 // recalculated. (This would be cleaner if u.worn were private.)
2578
2579 if( !gamemode ) {
2580 gamemode = std::make_unique<special_game>();
2581 }
2582
2583 safe_mode = get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF;
2584 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
2585
2586 init_autosave();
2587 get_auto_pickup().load_character(); // Load character auto pickup rules
2588 get_auto_notes_settings().load(); // Load character auto notes settings
2589 get_safemode().load_character(); // Load character safemode rules
2590 zone_manager::get_manager().load_zones(); // Load character world zones
2591 read_from_file_optional( get_world_base_save_path() + "/uistate.json", []( std::istream & stream ) {
2592 JsonIn jsin( stream );
2593 uistate.deserialize( jsin );
2594 } );
2595 reload_npcs();
2600 update_map( u );
2601 for( auto &e : u.inv_dump() ) {
2602 e->set_owner( g->u );
2603 }
2604 // legacy, needs to be here as we access the map.
2605 if( !u.getID().is_valid() ) {
2606 // player does not have a real id, so assign a new one,
2607 u.setID( assign_npc_id() );
2608 // The vehicle stores the IDs of the boarded players, so update it, too.
2609 if( u.in_vehicle ) {
2610 if( const std::optional<vpart_reference> vp = m.veh_at(
2611 u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
2612 vp->part().passenger_id = u.getID();
2613 }
2614 }
2615 }
2616
2617 // populate calendar caches now, after active world is set, but before we do
2618 // anything else, to ensure they pick up the correct value from the save's
2619 // worldoptions
2620 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
2621 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
2622
2623 u.reset();
2624
2625 return true;
2626}
bool read_from_file(const std::string &path, const std::function< void(std::istream &)> &reader)
Try to open and read from given file using the given callback.
bool read_from_file_optional(const std::string &path, const std::function< void(std::istream &)> &reader)
void setID(character_id i, bool force=false)
Definition: character.cpp:481
std::vector< item * > inv_dump()
Definition: character.cpp:8957
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1627
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3645
Definition: json.h:172
Definition: avatar.h:55
void set_save_id(const std::string &id)
Definition: avatar.h:91
void load_map_memory()
Definition: avatar.cpp:137
Helper class that fills the background and obscures all UIs below.
Definition: ui_manager.h:193
bool is_valid() const
Definition: character_id.h:19
void load()
Definition: diary.cpp:810
void validate_linked_vehicles()
validate towed vehicles so they get linked up again after a load
Definition: game.cpp:1896
void reload_npcs()
Unloads, then loads the NPCs.
Definition: game.cpp:878
void validate_camps()
validate camps to ensure they are on the overmap list
Definition: game.cpp:1954
void load_master()
Definition: game.cpp:2509
void validate_mounted_npcs()
Definition: game.cpp:1911
character_id assign_npc_id()
Definition: game.cpp:3564
void unserialize(std::istream &fin)
Definition: savegame.cpp:167
void init_autosave()
Definition: game.cpp:11291
void validate_npc_followers()
validate list of followers to account for overmap buffers
Definition: game.cpp:1930
void load(std::istream &fin)
Loads the data in a memorial file from the given ifstream.
void load_character()
Create a popup on the UI stack that gets displayed but receives no input itself.
Definition: popup.h:278
void deserialize(const JsonObject &jo)
time_point nextweather
Definition: weather.h:205
void load_zones()
Definition: clzones.cpp:1216
static const std::string SAVE_EXTENSION(".sav")
static const std::string SAVE_EXTENSION_SHORTCUTS(".shortcuts")
static const std::string SAVE_EXTENSION_LOG(".log")
void set_season_length(int dur)
Definition: calendar.cpp:478
void set_eternal_season(bool is_eternal_season)
Definition: calendar.cpp:470

References _, assign_npc_id(), uistatedata::deserialize(), g, gamemode, get_auto_notes_settings(), get_auto_pickup(), avatar::get_avatar_diary(), zone_manager::get_manager(), get_safemode(), get_weather, get_world_base_save_path(), Character::getID(), Character::in_vehicle, init_autosave(), Character::inv_dump(), character_id::is_valid(), auto_notes::auto_note_settings::load(), diary::load(), memorial_logger::load(), auto_pickup::player_settings::load_character(), safemode::load_character(), avatar::load_map_memory(), load_master(), zone_manager::load_zones(), m, memorial(), mostseen, Character::name, om_direction::name(), weather_manager::nextweather, optional_vpart_position::part_with_feature(), popup(), Character::pos(), read_from_file(), read_from_file_optional(), Character::recalc_sight_limits(), ui_manager::redraw(), refresh_display(), reload_npcs(), Character::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), calendar::set_eternal_season(), avatar::set_save_id(), calendar::set_season_length(), Character::setID(), calendar::turn, u, uistate, unserialize(), update_map(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), validate_npc_followers(), and map::veh_at().

◆ load() [2/2]

bool game::load ( const std::string &  world)

Attempt to load first valid save (if any) in world.

Definition at line 2516 of file game.cpp.

2517{
2518 world_generator->init();
2519 const WORLDPTR wptr = world_generator->get_world( world );
2520 if( !wptr ) {
2521 return false;
2522 }
2523 if( wptr->world_saves.empty() ) {
2524 debugmsg( "world '%s' contains no saves", world );
2525 return false;
2526 }
2527
2528 try {
2529 world_generator->set_active_world( wptr );
2530 g->setup();
2531 g->load( wptr->world_saves.front() );
2532 } catch( const std::exception &err ) {
2533 debugmsg( "cannot load world '%s': %s", world, err.what() );
2534 return false;
2535 }
2536
2537 return true;
2538}
std::vector< save_t > world_saves
Definition: worldfactory.h:62

References debugmsg, g, world_generator, and WORLD::world_saves.

Referenced by quickload().

◆ load_map() [1/2]

void game::load_map ( const tripoint pos_sm,
bool  pump_events = false 
)

Load the main map at given location, see map::load, in global, absolute submap coordinates.

Parameters
pump_eventsIf true, handle window events during loading. If you set this to true, do ensure that the map is not accessed before this function returns (for example, UIs that draw the map should be disabled).

Definition at line 542 of file game.cpp.

543{
544 // TODO: fix point types
545 load_map( tripoint_abs_sm( pos_sm ), pump_events );
546}
void load_map(const tripoint &pos_sm, bool pump_events=false)
Load the main map at given location, see map::load, in global, absolute submap coordinates.
Definition: game.cpp:542
coords::coord_point< tripoint, coords::origin::abs, coords::sm > tripoint_abs_sm
Definition: coordinates.h:490

References load_map().

Referenced by load_map(), place_player_overmap(), start_game(), and unserialize().

◆ load_map() [2/2]

void game::load_map ( const tripoint_abs_sm pos_sm,
bool  pump_events = false 
)

Definition at line 548 of file game.cpp.

550{
551 m.load( pos_sm, true, pump_events );
552 grid_tracker_ptr->load( m );
553}
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6742

References grid_tracker_ptr, map::load(), and m.

◆ load_master()

void game::load_master ( )
private

Definition at line 2509 of file game.cpp.

2510{
2511 using namespace std::placeholders;
2512 const auto datafile = get_world_base_save_path() + "/" + SAVE_MASTER;
2513 read_from_file_optional( datafile, std::bind( &game::unserialize_master, this, _1 ) );
2514}
void unserialize_master(std::istream &fin)
Definition: savegame.cpp:1193
static const std::string SAVE_MASTER("master.gsav")

References get_world_base_save_path(), read_from_file_optional(), SAVE_MASTER(), and unserialize_master().

Referenced by load(), and start_game().

◆ load_npcs()

void game::load_npcs ( )

Makes any nearby NPCs on the overmap active.

Definition at line 816 of file game.cpp.

817{
818 const int radius = HALF_MAPSIZE - 1;
819 // uses submap coordinates
820 std::vector<shared_ptr_fast<npc>> just_added;
821 for( const auto &temp : overmap_buffer.get_npcs_near_player( radius ) ) {
822 const character_id &id = temp->getID();
823 const auto found = std::find_if( active_npc.begin(), active_npc.end(),
824 [id]( const shared_ptr_fast<npc> &n ) {
825 return n->getID() == id;
826 } );
827 if( found != active_npc.end() ) {
828 continue;
829 }
830 if( temp->is_active() ) {
831 continue;
832 }
833 if( temp->has_companion_mission() ) {
834 continue;
835 }
836
837 const tripoint sm_loc = temp->global_sm_location();
838 // NPCs who are out of bounds before placement would be pushed into bounds
839 // This can cause NPCs to teleport around, so we don't want that
840 if( sm_loc.x < get_levx() || sm_loc.x >= get_levx() + MAPSIZE ||
841 sm_loc.y < get_levy() || sm_loc.y >= get_levy() + MAPSIZE ||
842 ( sm_loc.z != get_levz() && !m.has_zlevels() ) ) {
843 continue;
844 }
845
846 add_msg( m_debug, "game::load_npcs: Spawning static NPC, %d:%d:%d (%d:%d:%d)",
847 get_levx(), get_levy(), get_levz(), sm_loc.x, sm_loc.y, sm_loc.z );
848 temp->place_on_map();
849 if( !m.inbounds( temp->pos() ) ) {
850 continue;
851 }
852 // In the rare case the npc was marked for death while
853 // it was on the overmap. Kill it.
854 if( temp->marked_for_death ) {
855 temp->die( nullptr );
856 } else {
857 active_npc.push_back( temp );
858 just_added.push_back( temp );
859 }
860 }
861
862 for( const auto &npc : just_added ) {
863 npc->on_load();
864 }
865
866 npcs_dirty = false;
867}
void on_load()
Retroactively update npc.
Definition: npc.cpp:2680
static constexpr int MAPSIZE

References active_npc, add_msg(), get_levx(), get_levy(), get_levz(), overmapbuffer::get_npcs_near_player(), HALF_MAPSIZE, map::has_zlevels(), map::inbounds(), m, m_debug, MAPSIZE, npcs_dirty, npc::on_load(), overmap_buffer, tripoint::x, tripoint::y, and tripoint::z.

Referenced by do_turn(), perhaps_add_random_npc(), place_player_overmap(), reload_npcs(), save_cyborg(), spawn_hallucination(), start_game(), and update_map().

◆ load_static_data()

void game::load_static_data ( )

Loads static data that does not depend on mods or similar.

Definition at line 338 of file game.cpp.

339{
340 // UI stuff, not mod-specific per definition
341 inp_mngr.init(); // Load input config JSON
342 // Init mappings for loading the json stuff
344 fullscreen = false;
345 was_fullscreen = false;
346 show_panel_adm = false;
348
349 // These functions do not load stuff from json.
350 // The content they load/initialize is hardcoded into the program.
351 // Therefore they can be loaded here.
352 // If this changes (if they load data from json), they have to
353 // be moved to game::load_mod
354
358}
static DynamicDataLoader & get_instance()
Returns the single instance of this class.
Definition: init.cpp:119
bool was_fullscreen
Definition: game.h:1016
bool fullscreen
Definition: game.h:1015
void init()
Initializes the input manager, aka loads the input mapping configuration JSON.
Definition: input.cpp:111
void init()
Definition: panels.cpp:2202
void load_global()

References fullscreen, get_auto_pickup(), get_distraction_manager(), DynamicDataLoader::get_instance(), panel_manager::get_manager(), get_safemode(), input_manager::init(), panel_manager::init(), inp_mngr, distraction_manager::distraction_manager_gui::load(), auto_pickup::player_settings::load_global(), safemode::load_global(), show_panel_adm, and was_fullscreen.

◆ look_around() [1/2]

std::optional< tripoint > game::look_around ( bool  force_3d = false)

Definition at line 6582 of file game.cpp.

6583{
6585 look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
6586 false, false, tripoint_zero, force_3d );
6587 return result.position;
6588}

References center, look_around(), Character::pos(), tripoint_zero, u, and player::view_offset.

Referenced by chat(), handle_action(), list_monsters(), look_around(), peek(), and zones_manager().

◆ look_around() [2/2]

look_around_result game::look_around ( bool  show_window,
tripoint center,
const tripoint start_point,
bool  has_first_point,
bool  select_zone,
bool  peeking,
bool  is_moving_zone = false,
const tripoint end_point = tripoint_zero,
bool  force_3d = false 
)
Parameters
show_windowdisplay the info window that holds the tile information in the position.
centerused to calculate the u.view_offset, could center the screen to the position it represents
start_pointthe start point of the targeting zone, also the initial local position of the cursor
has_first_pointshould be true if the first point has been selected when editing the zone
select_zonetrue if the zone is being edited
peekingdetermines if the player is peeking
is_moving_zonetrue if the zone is being moved, false by default
end_pointthe end point of the targeting zone, only used if is_moving_zone is true, default is tripoint_zero
Returns
look_around_result

Definition at line 6590 of file game.cpp.

6593{
6594 bVMonsterLookFire = false;
6595 // TODO: Make this `true`
6596 const bool allow_zlev_move = m.has_zlevels() && ( get_option<bool>( "FOV_3D" ) || force_3d );
6597
6599
6600 tripoint lp = is_moving_zone ? ( start_point + end_point ) / 2 : start_point; // cursor
6601 int &lx = lp.x;
6602 int &ly = lp.y;
6603 int &lz = lp.z;
6604
6605 int soffset = get_option<int>( "FAST_SCROLL_OFFSET" );
6606 bool fast_scroll = false;
6607
6608 std::unique_ptr<ui_adaptor> ui;
6609 catacurses::window w_info;
6610 if( show_window ) {
6611 ui = std::make_unique<ui_adaptor>();
6612 ui->on_screen_resize( [&]( ui_adaptor & ui ) {
6613 int panel_width = panel_manager::get_manager().get_current_layout().begin()->get_width();
6615
6616 // If particularly small, base height on panel width irrespective of other elements.
6617 // Value here is attempting to get a square-ish result assuming 1x2 proportioned font.
6618 if( height < panel_width / 2 ) {
6619 height = panel_width / 2;
6620 }
6621
6622 int la_y = 0;
6623 int la_x = TERMX - panel_width;
6624 std::string position = get_option<std::string>( "LOOKAROUND_POSITION" );
6625 if( position == "left" ) {
6626 if( get_option<std::string>( "SIDEBAR_POSITION" ) == "right" ) {
6628 } else {
6629 la_x = panel_manager::get_manager().get_width_left() - panel_width;
6630 }
6631 }
6632 int la_h = height;
6633 int la_w = panel_width;
6634 w_info = catacurses::newwin( la_h, la_w, point( la_x, la_y ) );
6635
6636 ui.position_from_window( w_info );
6637 } );
6638 ui->mark_resize();
6639 }
6640
6641 std::string action;
6642 input_context ctxt( "LOOK" );
6643 ctxt.set_iso( true );
6644 ctxt.register_directions();
6645 ctxt.register_action( "COORDINATE" );
6646 ctxt.register_action( "LEVEL_UP" );
6647 ctxt.register_action( "LEVEL_DOWN" );
6648 ctxt.register_action( "TOGGLE_FAST_SCROLL" );
6649 ctxt.register_action( "EXTENDED_DESCRIPTION" );
6650 ctxt.register_action( "SELECT" );
6651 if( peeking ) {
6652 ctxt.register_action( "throw_blind" );
6653 }
6654 if( !select_zone ) {
6655 ctxt.register_action( "TRAVEL_TO" );
6656 ctxt.register_action( "LIST_ITEMS" );
6657 }
6658 ctxt.register_action( "MOUSE_MOVE" );
6659 ctxt.register_action( "CENTER" );
6660
6661 ctxt.register_action( "debug_scent" );
6662 ctxt.register_action( "debug_scent_type" );
6663 ctxt.register_action( "debug_temp" );
6664 ctxt.register_action( "debug_visibility" );
6665 ctxt.register_action( "debug_lighting" );
6666 ctxt.register_action( "debug_radiation" );
6667 ctxt.register_action( "debug_submap_grid" );
6668 ctxt.register_action( "debug_hour_timer" );
6669 ctxt.register_action( "CONFIRM" );
6670 ctxt.register_action( "QUIT" );
6671 ctxt.register_action( "HELP_KEYBINDINGS" );
6672 if( use_tiles ) {
6673 ctxt.register_action( "zoom_out" );
6674 ctxt.register_action( "zoom_in" );
6675 }
6676#if defined(TILES)
6677 ctxt.register_action( "toggle_pixel_minimap" );
6678#endif // TILES
6679
6680 const int old_levz = get_levz();
6681 const int min_levz = force_3d ? -OVERMAP_DEPTH : std::max( old_levz - fov_3d_z_range,
6682 -OVERMAP_DEPTH );
6683 const int max_levz = force_3d ? OVERMAP_HEIGHT : std::min( old_levz + fov_3d_z_range,
6685
6686 m.update_visibility_cache( old_levz );
6688
6689 bool blink = true;
6691
6692 shared_ptr_fast<draw_callback_t> ter_indicator_cb;
6693
6694 if( show_window && ui ) {
6695 ui->on_redraw( [&]( const ui_adaptor & ) {
6696 werase( w_info );
6697 draw_border( w_info );
6698
6699 center_print( w_info, 0, c_white, string_format( _( "< <color_green>Look Around</color> >" ) ) );
6700
6701 std::string extended_descr_text = string_format( _( "%s - %s" ),
6702 ctxt.get_desc( "EXTENDED_DESCRIPTION" ),
6703 ctxt.get_action_name( "EXTENDED_DESCRIPTION" ) );
6704 std::string fast_scroll_text = string_format( _( "%s - %s" ),
6705 ctxt.get_desc( "TOGGLE_FAST_SCROLL" ),
6706 ctxt.get_action_name( "TOGGLE_FAST_SCROLL" ) );
6707#if defined(TILES)
6708 std::string pixel_minimap_text = string_format( _( "%s - %s" ),
6709 ctxt.get_desc( "toggle_pixel_minimap" ),
6710 ctxt.get_action_name( "toggle_pixel_minimap" ) );
6711#endif // TILES
6712
6713 center_print( w_info, getmaxy( w_info ) - 2, c_light_gray, extended_descr_text );
6714 mvwprintz( w_info, point( 1, getmaxy( w_info ) - 1 ), fast_scroll ? c_light_green : c_green,
6715 fast_scroll_text );
6716#if defined(TILES)
6717 right_print( w_info, getmaxy( w_info ) - 1, 1, pixel_minimap_option ? c_light_green : c_green,
6718 pixel_minimap_text );
6719#endif // TILES
6720
6721 int first_line = 1;
6722 const int last_line = getmaxy( w_info ) - 3;
6723 pre_print_all_tile_info( lp, w_info, first_line, last_line, cache );
6724
6725 wnoutrefresh( w_info );
6726 } );
6727 ter_indicator_cb = make_shared_fast<draw_callback_t>( [&]() {
6728 draw_look_around_cursor( lp, cache );
6729 } );
6730 add_draw_callback( ter_indicator_cb );
6731 }
6732
6733 std::optional<tripoint> zone_start;
6734 std::optional<tripoint> zone_end;
6735 bool zone_blink = false;
6736 bool zone_cursor = true;
6737 shared_ptr_fast<draw_callback_t> zone_cb = create_zone_callback( zone_start, zone_end, zone_blink,
6738 zone_cursor, is_moving_zone );
6739 add_draw_callback( zone_cb );
6740
6741 is_looking = true;
6742 const tripoint prev_offset = u.view_offset;
6743#if defined(TILES)
6744 const int prev_tileset_zoom = tileset_zoom;
6745 while( is_moving_zone && square_dist( start_point, end_point ) > 256 / get_zoom() &&
6746 get_zoom() != 4 ) {
6747 zoom_out();
6748 }
6750#endif
6751 do {
6752 u.view_offset = center - u.pos();
6753 if( select_zone ) {
6754 if( has_first_point ) {
6755 zone_start = start_point;
6756 zone_end = lp;
6757 } else {
6758 zone_start = lp;
6759 zone_end = std::nullopt;
6760 }
6761 // Actually accessed from the terrain overlay callback `zone_cb` in the
6762 // call to `ui_manager::redraw`.
6763 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6764 zone_blink = blink;
6765 }
6766
6767 if( is_moving_zone ) {
6768 zone_start = lp - ( start_point + end_point ) / 2 + start_point;
6769 zone_end = lp - ( start_point + end_point ) / 2 + end_point;
6770 // Actually accessed from the terrain overlay callback `zone_cb` in the
6771 // call to `ui_manager::redraw`.
6772 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6773 zone_blink = blink;
6774 }
6777 if( ( select_zone && has_first_point ) || is_moving_zone ) {
6778 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6779 }
6780
6781 //Wait for input
6782 // only specify a timeout here if "EDGE_SCROLL" is enabled
6783 // otherwise use the previously set timeout
6784 const tripoint edge_scroll = mouse_edge_scrolling_terrain( ctxt );
6785 const int scroll_timeout = get_option<int>( "EDGE_SCROLL" );
6786 const bool edge_scrolling = edge_scroll != tripoint_zero && scroll_timeout >= 0;
6787 if( edge_scrolling ) {
6788 action = ctxt.handle_input( scroll_timeout );
6789 } else {
6790 action = ctxt.handle_input();
6791 }
6792 if( ( action == "LEVEL_UP" || action == "LEVEL_DOWN" || action == "MOUSE_MOVE" ||
6793 ctxt.get_direction( action ) ) && ( ( select_zone && has_first_point ) || is_moving_zone ) ) {
6794 blink = true; // Always draw blink symbols when moving cursor
6795 } else if( action == "TIMEOUT" ) {
6796 blink = !blink;
6797 }
6798 if( action == "LIST_ITEMS" ) {
6800 } else if( action == "TOGGLE_FAST_SCROLL" ) {
6801 fast_scroll = !fast_scroll;
6802 } else if( action == "toggle_pixel_minimap" ) {
6804
6805 if( show_window && ui ) {
6806 ui->mark_resize();
6807 }
6808 } else if( action == "LEVEL_UP" || action == "LEVEL_DOWN" ) {
6809 if( !allow_zlev_move ) {
6810 continue;
6811 }
6812
6813 const int dz = ( action == "LEVEL_UP" ? 1 : -1 );
6814 lz = clamp( lz + dz, min_levz, max_levz );
6815 center.z = clamp( center.z + dz, min_levz, max_levz );
6816
6817 add_msg( m_debug, "levx: %d, levy: %d, levz: %d", get_levx(), get_levy(), center.z );
6818 u.view_offset.z = center.z - u.posz();
6820 } else if( action == "TRAVEL_TO" ) {
6821 if( !u.sees( lp ) ) {
6822 add_msg( _( "You can't see that destination." ) );
6823 continue;
6824 }
6825
6826 auto route = m.route( u.pos(), lp, u.get_pathfinding_settings(), u.get_path_avoid() );
6827 if( route.size() > 1 ) {
6828 route.pop_back();
6829 u.set_destination( route );
6830 } else {
6831 add_msg( m_info, _( "You can't travel there." ) );
6832 continue;
6833 }
6834 } else if( action == "debug_scent" || action == "debug_scent_type" ) {
6836 display_scent();
6837 }
6838 } else if( action == "debug_temp" ) {
6841 }
6842 } else if( action == "debug_lighting" ) {
6845 }
6846 } else if( action == "debug_transparency" ) {
6849 }
6850 } else if( action == "debug_radiation" ) {
6853 }
6854 } else if( action == "debug_submap_grid" ) {
6855 g->debug_submap_grid_overlay = !g->debug_submap_grid_overlay;
6856 } else if( action == "debug_hour_timer" ) {
6858 } else if( action == "EXTENDED_DESCRIPTION" ) {
6860 } else if( action == "CENTER" ) {
6861 center = u.pos();
6862 lp = u.pos();
6863 u.view_offset.z = 0;
6864 } else if( action == "MOUSE_MOVE" || action == "TIMEOUT" ) {
6865 // This block is structured this way so that edge scroll can work
6866 // whether the mouse is moving at the edge or simply stationary
6867 // at the edge. But even if edge scroll isn't in play, there's
6868 // other things for us to do here.
6869
6870 if( edge_scrolling ) {
6871 center += action == "MOUSE_MOVE" ? edge_scroll * 2 : edge_scroll;
6872 } else if( action == "MOUSE_MOVE" ) {
6873 const std::optional<tripoint> mouse_pos = ctxt.get_coordinates( w_terrain );
6874 if( mouse_pos ) {
6875 lx = mouse_pos->x;
6876 ly = mouse_pos->y;
6877 }
6878 }
6879 } else if( std::optional<tripoint> vec = ctxt.get_direction( action ) ) {
6880 if( fast_scroll ) {
6881 vec->x *= soffset;
6882 vec->y *= soffset;
6883 }
6884
6885 lx = lx + vec->x;
6886 ly = ly + vec->y;
6887 center.x = center.x + vec->x;
6888 center.y = center.y + vec->y;
6889 } else if( action == "throw_blind" ) {
6890 result.peek_action = PA_BLIND_THROW;
6891 } else if( action == "zoom_in" ) {
6892 center.x = lp.x;
6893 center.y = lp.y;
6894 zoom_in();
6896 } else if( action == "zoom_out" ) {
6897 center.x = lp.x;
6898 center.y = lp.y;
6899 zoom_out();
6901 }
6902 } while( action != "QUIT" && action != "CONFIRM" && action != "SELECT" && action != "TRAVEL_TO" &&
6903 action != "throw_blind" );
6904
6905 if( m.has_zlevels() && center.z != old_levz ) {
6906 m.invalidate_map_cache( old_levz );
6907 m.build_map_cache( old_levz );
6908 u.view_offset.z = 0;
6909 }
6910
6911 ctxt.reset_timeout();
6912 u.view_offset = prev_offset;
6913 zone_cb = nullptr;
6914 is_looking = false;
6915
6917 bVMonsterLookFire = true;
6918
6919 if( action == "CONFIRM" || action == "SELECT" ) {
6920 result.position = is_moving_zone ? zone_start : lp;
6921 }
6922
6923#if defined(TILES)
6924 if( is_moving_zone && get_zoom() != prev_tileset_zoom ) {
6925 // Reset the tileset zoom to the previous value
6926 set_zoom( prev_tileset_zoom );
6928 }
6929#endif
6930
6931 return result;
6932}
bool pixel_minimap_option
Whether to show the pixel minimap.
tripoint mouse_edge_scrolling_terrain(input_context &ctxt)
Used to implement mouse "edge scrolling".
Definition: game.cpp:2081
void set_zoom(int level)
Definition: game.cpp:7089
void draw_look_around_cursor(const tripoint &lp, const visibility_variables &cache)
Definition: game.cpp:5690
void extended_description(const tripoint &p)
Long description of (visible) things at tile.
void pre_print_all_tile_info(const tripoint &lp, const catacurses::window &w_info, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:6569
int get_zoom() const
Definition: game.cpp:7101
const visibility_variables & get_visibility_variables_cache() const
Definition: map.cpp:5777
void invalidate_map_cache(const int zlev)
Definition: map.cpp:8962
std::vector< window_panel > & get_current_layout()
Definition: panels.cpp:2170
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505
static shared_ptr_fast< game::draw_callback_t > create_zone_callback(const std::optional< tripoint > &zone_start, const std::optional< tripoint > &zone_end, const bool &zone_blink, const bool &zone_cursor, const bool &is_moving_zone=false)
Definition: game.cpp:3023
@ PA_BLIND_THROW
Definition: game.h:122
static constexpr int OVERMAP_HEIGHT
static constexpr int OVERMAP_DEPTH
int right_print(const catacurses::window &w, const int line, const int right_indent, const nc_color &FG, const std::string &text)
Definition: output.cpp:461

References _, action, add_draw_callback(), add_msg(), map::build_map_cache(), bVMonsterLookFire, c_green, c_light_gray, c_light_green, c_white, center, center_print(), clamp(), create_zone_callback(), display_lighting(), display_radiation(), display_scent(), display_temperature(), display_transparency(), draw_border(), draw_look_around_cursor(), extended_description(), fov_3d_z_range, g, input_context::get_action_name(), input_context::get_coordinates(), panel_manager::get_current_layout(), input_context::get_desc(), input_context::get_direction(), get_levx(), get_levy(), get_levz(), panel_manager::get_manager(), Character::get_path_avoid(), Character::get_pathfinding_settings(), map::get_visibility_variables_cache(), panel_manager::get_width_left(), get_zoom(), catacurses::getmaxy(), input_context::handle_input(), map::has_zlevels(), invalidate_main_ui_adaptor(), map::invalidate_map_cache(), is_looking, MAP_SHARING::isCompetitive(), MAP_SHARING::isDebugger(), list_items_monsters(), m, m_debug, m_info, mark_main_ui_adaptor_resize(), mouse_edge_scrolling_terrain(), mvwprintz(), catacurses::newwin(), OVERMAP_DEPTH, OVERMAP_HEIGHT, PA_BLIND_THROW, pixel_minimap_option, Character::pos(), Character::posz(), pre_print_all_tile_info(), ui_manager::redraw(), reenter_fullscreen(), input_context::register_action(), input_context::register_directions(), input_context::reset_timeout(), right_print(), map::route(), Character::sees(), Character::set_destination(), input_context::set_iso(), input_context::set_timeout(), set_zoom(), square_dist(), string_format(), temp_exit_fullscreen(), TERMX, TERMY, tileset_zoom, toggle_debug_hour_timer(), toggle_pixel_minimap(), tripoint_zero, u, map::update_visibility_cache(), use_tiles, player::view_offset, w_pixel_minimap, w_terrain, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::x, tripoint::y, tripoint::z, zoom_in(), and zoom_out().

◆ look_debug()

std::optional< tripoint > game::look_debug ( )

Definition at line 5683 of file game.cpp.

5684{
5685 editmap edit;
5686 return edit.edit();
5687}
std::optional< tripoint > edit()
Definition: editmap.cpp:340

References editmap::edit().

◆ mark_main_ui_adaptor_resize()

void game::mark_main_ui_adaptor_resize ( ) const

Definition at line 2980 of file game.cpp.

2981{
2983 if( ui ) {
2984 ui->mark_resize();
2985 }
2986}

References main_ui_adaptor.

Referenced by handle_action(), look_around(), toggle_fullscreen(), and toggle_pixel_minimap().

◆ memorial()

memorial_logger & game::memorial ( )

Definition at line 2719 of file game.cpp.

2720{
2721 return *memorial_logger_ptr;
2722}

References memorial_logger_ptr.

Referenced by cleanup_at_end(), load(), save_player_data(), win(), win_screen(), and write_memorial_file().

◆ mon_info()

void game::mon_info ( const catacurses::window w,
int  hor_padding = 0 
)

Definition at line 3671 of file game.cpp.

3672{
3673 const monster_visible_info &mon_visible = u.get_mon_visible();
3674 const auto &unique_types = mon_visible.unique_types;
3675 const auto &unique_mons = mon_visible.unique_mons;
3676 const auto &dangerous = mon_visible.dangerous;
3677
3678 const int width = getmaxx( w ) - 2 * hor_padding;
3679 const int maxheight = getmaxy( w );
3680
3681 const int startrow = 0;
3682
3683 // Print the direction headings
3684 // Reminder:
3685 // 7 0 1 unique_types uses these indices;
3686 // 6 8 2 0-7 are provide by direction_from()
3687 // 5 4 3 8 is used for local monsters (for when we explain them below)
3688
3689 const std::array<std::string, 8> dir_labels = {{
3690 _( "North:" ), _( "NE:" ), _( "East:" ), _( "SE:" ),
3691 _( "South:" ), _( "SW:" ), _( "West:" ), _( "NW:" )
3692 }
3693 };
3694 std::array<int, 8> widths;
3695 for( int i = 0; i < 8; i++ ) {
3696 widths[i] = utf8_width( dir_labels[i] );
3697 }
3698 std::array<int, 8> xcoords;
3699 const std::array<int, 8> ycoords = {{ 0, 0, 1, 2, 2, 2, 1, 0 }};
3700 xcoords[0] = xcoords[4] = width / 3;
3701 xcoords[1] = xcoords[3] = xcoords[2] = ( width / 3 ) * 2;
3702 xcoords[5] = xcoords[6] = xcoords[7] = 0;
3703 //for the alignment of the 1,2,3 rows on the right edge
3704 xcoords[2] -= utf8_width( _( "East:" ) ) - utf8_width( _( "NE:" ) );
3705 for( int i = 0; i < 8; i++ ) {
3706 nc_color c = unique_types[i].empty() && unique_mons[i].empty() ? c_dark_gray
3707 : ( dangerous[i] ? c_light_red : c_light_gray );
3708 mvwprintz( w, point( xcoords[i] + hor_padding, ycoords[i] + startrow ), c, dir_labels[i] );
3709 }
3710
3711 // Print the symbols of all monsters in all directions.
3712 for( int i = 0; i < 8; i++ ) {
3713 point pr( xcoords[i] + widths[i] + 1, ycoords[i] + startrow );
3714
3715 // The list of symbols needs a space on each end.
3716 int symroom = ( width / 3 ) - widths[i] - 2;
3717 const int typeshere_npc = unique_types[i].size();
3718 const int typeshere_mon = unique_mons[i].size();
3719 const int typeshere = typeshere_mon + typeshere_npc;
3720 for( int j = 0; j < typeshere && j < symroom; j++ ) {
3721 nc_color c;
3722 std::string sym;
3723 if( symroom < typeshere && j == symroom - 1 ) {
3724 // We've run out of room!
3725 c = c_white;
3726 sym = "+";
3727 } else if( j < typeshere_npc ) {
3728 switch( unique_types[i][j]->get_attitude() ) {
3729 case NPCATT_KILL:
3730 c = c_red;
3731 break;
3732 case NPCATT_FOLLOW:
3733 c = c_light_green;
3734 break;
3735 default:
3736 c = c_pink;
3737 break;
3738 }
3739 sym = "@";
3740 } else {
3741 const mtype &mt = *unique_mons[i][j - typeshere_npc].first;
3742 c = mt.color;
3743 sym = mt.sym;
3744 }
3745 mvwprintz( w, pr, c, sym );
3746
3747 pr.x++;
3748 }
3749 }
3750
3751 // Now we print their full names!
3752 struct nearest_loc_and_cnt {
3753 int nearest_loc;
3754 int cnt;
3755 };
3756 std::map<const mtype *, nearest_loc_and_cnt> all_mons;
3757 for( int loc = 0; loc < 9; loc++ ) {
3758 for( const std::pair<const mtype *, int> &mon : unique_mons[loc] ) {
3759 const auto mon_it = all_mons.find( mon.first );
3760 if( mon_it == all_mons.end() ) {
3761 all_mons.emplace( mon.first, nearest_loc_and_cnt{ loc, mon.second } );
3762 } else {
3763 // 8 being the nearest location (local monsters)
3764 mon_it->second.nearest_loc = std::max( mon_it->second.nearest_loc, loc );
3765 mon_it->second.cnt += mon.second;
3766 }
3767 }
3768 }
3769 std::vector<std::pair<const mtype *, int>> mons_at[9];
3770 for( const std::pair<const mtype *const, nearest_loc_and_cnt> &mon : all_mons ) {
3771 mons_at[mon.second.nearest_loc].emplace_back( mon.first, mon.second.cnt );
3772 }
3773
3774 // Start printing monster names on row 4. Rows 0-2 are for labels, and row 3
3775 // is blank.
3776 point pr( hor_padding, 4 + startrow );
3777
3778 // Print monster names, starting with those at location 8 (nearby).
3779 for( int j = 8; j >= 0 && pr.y < maxheight; j-- ) {
3780 // Separate names by some number of spaces (more for local monsters).
3781 int namesep = ( j == 8 ? 2 : 1 );
3782 for( const std::pair<const mtype *, int> &mon : mons_at[j] ) {
3783 const mtype *const type = mon.first;
3784 const int count = mon.second;
3785 if( pr.y >= maxheight ) {
3786 // no space to print to anyway
3787 break;
3788 }
3789
3790 const mtype &mt = *type;
3791 std::string name = mt.nname( count );
3792 // Some languages don't have plural forms, but we want to always
3793 // omit 1.
3794 if( count != 1 ) {
3795 name = string_format( pgettext( "monster count and name", "%1$d %2$s" ),
3796 count, name );
3797 }
3798
3799 // Move to the next row if necessary. (The +2 is for the "Z ").
3800 if( pr.x + 2 + utf8_width( name ) >= width ) {
3801 pr.y++;
3802 pr.x = hor_padding;
3803 }
3804
3805 if( pr.y < maxheight ) { // Don't print if we've overflowed
3806 mvwprintz( w, pr, mt.color, mt.sym );
3807 pr.x += 2; // symbol and space
3808 nc_color danger = c_dark_gray;
3809 if( mt.difficulty >= 30 ) {
3810 danger = c_red;
3811 } else if( mt.difficulty >= 16 ) {
3812 danger = c_light_red;
3813 } else if( mt.difficulty >= 8 ) {
3814 danger = c_white;
3815 } else if( mt.agro > 0 ) {
3816 danger = c_light_gray;
3817 }
3818 mvwprintz( w, pr, danger, name );
3819 pr.x += utf8_width( name ) + namesep;
3820 }
3821 }
3822 }
3823}
@ NPCATT_KILL
Definition: npc.h:91
@ NPCATT_FOLLOW
Definition: npc.h:84
std::vector< std::pair< const mtype *, int > > unique_mons[9]
Definition: avatar.h:48
bool dangerous[8]
Definition: avatar.h:51
std::vector< npc * > unique_types[9]
Definition: avatar.h:47
Definition: mtype.h:208
std::string sym
UTF-8 encoded symbol, should be exactly one cell wide.
Definition: mtype.h:256
nc_color color
Definition: mtype.h:261
int difficulty
Definition: mtype.h:267
int agro
e.g.
Definition: mtype.h:272

References _, mtype::agro, c, c_dark_gray, c_light_gray, c_light_green, c_light_red, c_pink, c_red, c_white, mtype::color, detail::count(), monster_visible_info::dangerous, mtype::difficulty, avatar::get_mon_visible(), catacurses::getmaxx(), catacurses::getmaxy(), mvwprintz(), om_direction::name(), mtype::nname(), NPCATT_FOLLOW, NPCATT_KILL, pgettext(), string_format(), mtype::sym, type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, utf8_width(), point::x, and point::y.

◆ mon_info_update()

void game::mon_info_update ( )

Definition at line 3825 of file game.cpp.

3826{
3827 int newseen = 0;
3828 const int safe_proxy_dist = get_option<int>( "SAFEMODEPROXIMITY" );
3829 const int iProxyDist = ( safe_proxy_dist <= 0 ) ? MAX_VIEW_DISTANCE :
3830 safe_proxy_dist;
3831
3832 monster_visible_info &mon_visible = u.get_mon_visible();
3833 auto &new_seen_mon = mon_visible.new_seen_mon;
3834 auto &unique_types = mon_visible.unique_types;
3835 auto &unique_mons = mon_visible.unique_mons;
3836 auto &dangerous = mon_visible.dangerous;
3837
3838 // 7 0 1 unique_types uses these indices;
3839 // 6 8 2 0-7 are provide by direction_from()
3840 // 5 4 3 8 is used for local monsters (for when we explain them below)
3841 for( auto &t : unique_types ) {
3842 t.clear();
3843 }
3844 for( auto &m : unique_mons ) {
3845 m.clear();
3846 }
3847 std::fill( dangerous, dangerous + 8, false );
3848
3849 const tripoint view = u.pos() + u.view_offset;
3850 new_seen_mon.clear();
3851
3852 // TODO: no reason to have it static here
3853 static time_point previous_turn = calendar::start_of_cataclysm;
3854 const time_duration sm_ignored_time = time_duration::from_turns(
3855 get_option<int>( "SAFEMODEIGNORETURNS" ) );
3856
3858 monster *m = dynamic_cast<monster *>( c );
3859 npc *p = dynamic_cast<npc *>( c );
3860 const direction dir_to_mon = direction_from( view.xy(), point( c->posx(), c->posy() ) );
3861 const int mx = POSX + ( c->posx() - view.x );
3862 const int my = POSY + ( c->posy() - view.y );
3863 int index = 8;
3864 if( !is_valid_in_w_terrain( point( mx, my ) ) ) {
3865 // for compatibility with old code, see diagram below, it explains the values for index,
3866 // also might need revisiting one z-levels are in.
3867 switch( dir_to_mon ) {
3871 index = 7;
3872 break;
3874 case direction::NORTH:
3876 index = 0;
3877 break;
3881 index = 1;
3882 break;
3884 case direction::WEST:
3886 index = 6;
3887 break;
3889 case direction::CENTER:
3891 index = 8;
3892 break;
3894 case direction::EAST:
3896 index = 2;
3897 break;
3901 index = 5;
3902 break;
3904 case direction::SOUTH:
3906 index = 4;
3907 break;
3911 index = 3;
3912 break;
3913 }
3914 }
3915
3916 rule_state safemode_state = RULE_NONE;
3917 const bool safemode_empty = get_safemode().empty();
3918
3919 if( m != nullptr ) {
3920 //Safemode monster check
3921 monster &critter = *m;
3922
3923 const monster_attitude matt = critter.attitude( &u );
3924 const int mon_dist = rl_dist( u.pos(), critter.pos() );
3925 safemode_state = get_safemode().check_monster( critter.name(), critter.attitude_to( u ), mon_dist );
3926
3927 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3928 ( MATT_ATTACK == matt || MATT_FOLLOW == matt ) ) ) {
3929 if( index < 8 && critter.sees( g->u ) ) {
3930 dangerous[index] = true;
3931 }
3932
3933 if( !safemode_empty || mon_dist <= iProxyDist ) {
3934 bool passmon = false;
3935 if( critter.ignoring > 0 ) {
3936 if( safe_mode != SAFE_MODE_ON ) {
3937 critter.ignoring = 0;
3938 } else if( ( sm_ignored_time == 0_seconds || ( critter.lastseen_turn &&
3939 *critter.lastseen_turn > calendar::turn - sm_ignored_time ) ) &&
3940 ( mon_dist > critter.ignoring / 2 || mon_dist < 6 ) ) {
3941 passmon = true;
3942 }
3943 critter.lastseen_turn = calendar::turn;
3944 }
3945
3946 if( !passmon ) {
3947 newseen++;
3948 new_seen_mon.push_back( shared_from( critter ) );
3949 }
3950 }
3951 }
3952
3953 std::vector<std::pair<const mtype *, int>> &vec = unique_mons[index];
3954 const auto mon_it = std::find_if( vec.begin(), vec.end(),
3955 [&]( const std::pair<const mtype *, int> &elem ) {
3956 return elem.first == critter.type;
3957 } );
3958 if( mon_it == vec.end() ) {
3959 vec.emplace_back( critter.type, 1 );
3960 } else {
3961 mon_it->second++;
3962 }
3963 } else if( p != nullptr ) {
3964 //Safe mode NPC check
3965
3966 const int npc_dist = rl_dist( u.pos(), p->pos() );
3967 safemode_state = get_safemode().check_monster( get_safemode().npc_type_name(), p->attitude_to( u ),
3968 npc_dist );
3969
3970 if( ( !safemode_empty && safemode_state == RULE_BLACKLISTED ) || ( safemode_empty &&
3971 p->get_attitude() == NPCATT_KILL ) ) {
3972 if( !safemode_empty || npc_dist <= iProxyDist ) {
3973 newseen++;
3974 }
3975 }
3976 unique_types[index].push_back( p );
3977 }
3978 }
3979
3980 if( newseen > mostseen ) {
3981 if( newseen - mostseen == 1 ) {
3982 if( !new_seen_mon.empty() ) {
3983 monster &critter = *new_seen_mon.back();
3985 string_format( _( "%s spotted!" ), critter.name() ) );
3986 if( u.has_trait( trait_id( "M_DEFENDER" ) ) && critter.type->in_species( PLANT ) ) {
3987 add_msg( m_warning, _( "We have detected a %s - an enemy of the Mycus!" ), critter.name() );
3989 u.add_effect( effect_adrenaline_mycus, 30_minutes );
3990 } else if( u.get_effect_int( effect_adrenaline_mycus ) == 1 ) {
3991 // Triffids present. We ain't got TIME to adrenaline comedown!
3992 u.add_effect( effect_adrenaline_mycus, 15_minutes );
3993 u.mod_pain( 3 ); // Does take it out of you, though
3994 add_msg( m_info, _( "Our fibers strain with renewed wrath!" ) );
3995 }
3996 }
3997 } else {
3998 //Hostile NPC
4000 _( "Hostile survivor spotted!" ) );
4001 }
4002 } else {
4004 }
4006 if( safe_mode == SAFE_MODE_ON ) {
4008 }
4009 } else if( calendar::turn > previous_turn && get_option<bool>( "AUTOSAFEMODE" ) &&
4010 newseen == 0 ) { // Auto-safe mode, but only if it's a new turn
4011 turnssincelastmon += to_turns<int>( calendar::turn - previous_turn );
4012 if( turnssincelastmon >= get_option<int>( "AUTOSAFEMODETURNS" ) && safe_mode == SAFE_MODE_OFF ) {
4014 add_msg( m_info, _( "Safe mode ON!" ) );
4015 }
4016 }
4017
4018 if( newseen == 0 && safe_mode == SAFE_MODE_STOP ) {
4020 }
4021
4022 previous_turn = calendar::turn;
4023 mostseen = newseen;
4024}
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1271
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:204
bool cancel_activity_or_ignore_query(distraction_type type, const std::string &text)
Asks if the player wants to cancel their activity and if so cancels it.
Definition: game.cpp:1702
monster_attitude attitude(const Character *u=nullptr) const
Definition: monster.cpp:1091
std::optional< time_point > lastseen_turn
Definition: monster.h:506
Attitude attitude_to(const Creature &other) const override
Attitude (of this creature) towards another creature.
Definition: npc.cpp:2081
rule_state check_monster(const std::string &creature_name_in, Creature::Attitude attitude_in, int proximity_in) const
bool empty() const
rule_state
Definition: enums.h:51
@ RULE_NONE
Definition: enums.h:52
static const species_id PLANT("PLANT")
static const efftype_id effect_adrenaline_mycus("adrenaline_mycus")
bool is_valid_in_w_terrain(point p)
Definition: game.cpp:288
static constexpr int MAPSIZE_X
monster_attitude
Definition: monster.h:55
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
bool in_species(const species_id &spec) const
Definition: mtype.cpp:122

References _, ABOVECENTER, ABOVEEAST, ABOVENORTH, ABOVENORTHEAST, ABOVENORTHWEST, ABOVESOUTH, ABOVESOUTHEAST, ABOVESOUTHWEST, ABOVEWEST, Creature::add_effect(), add_msg(), monster::attitude(), monster::attitude_to(), npc::attitude_to(), BELOWCENTER, BELOWEAST, BELOWNORTH, BELOWNORTHEAST, BELOWNORTHWEST, BELOWSOUTH, BELOWSOUTHEAST, BELOWSOUTHWEST, BELOWWEST, c, cancel_activity_or_ignore_query(), CENTER, safemode::check_monster(), monster_visible_info::dangerous, direction_from(), EAST, effect_adrenaline_mycus, safemode::empty(), detail::fill(), time_duration::from_turns(), g, npc::get_attitude(), Creature::get_effect_int(), avatar::get_mon_visible(), get_safemode(), Character::get_visible_creatures(), Creature::has_effect(), Character::has_trait(), hostile_spotted_far, monster::ignoring, mtype::in_species(), is_valid_in_w_terrain(), monster::lastseen_turn, m, m_info, m_warning, MAPSIZE_X, MATT_ATTACK, MATT_FOLLOW, MAX_VIEW_DISTANCE, Character::mod_pain(), mostseen, monster::name(), monster_visible_info::new_seen_mon, NORTH, NORTHEAST, NORTHWEST, NPCATT_KILL, PLANT, Character::pos(), monster::pos(), POSX, POSY, rl_dist(), RULE_BLACKLISTED, RULE_NONE, safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, SAFE_MODE_STOP, Creature::sees(), set_safe_mode(), shared_from(), SOUTH, SOUTHEAST, SOUTHWEST, calendar::start_of_cataclysm, string_format(), calendar::turn, turnssincelastmon, monster::type, u, monster_visible_info::unique_mons, monster_visible_info::unique_types, player::view_offset, WEST, tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by do_turn().

◆ monmove()

void game::monmove ( )
private

Definition at line 4061 of file game.cpp.

4062{
4063 cleanup_dead();
4064
4065 for( monster &critter : all_monsters() ) {
4066 // Critters in impassable tiles get pushed away, unless it's not impassable for them
4067 if( !critter.is_dead() && m.impassable( critter.pos() ) && !critter.can_move_to( critter.pos() ) ) {
4068 std::string msg = string_format( "%s can't move to its location! %s %s", critter.name(),
4069 critter.pos().to_string(), m.tername( critter.pos() ) );
4070 dbg( DL::Error ) << msg;
4071 add_msg( m_debug, msg );
4072 bool okay = false;
4073 for( const tripoint &dest : m.points_in_radius( critter.pos(), 3 ) ) {
4074 if( critter.can_move_to( dest ) && is_empty( dest ) ) {
4075 critter.setpos( dest );
4076 okay = true;
4077 break;
4078 }
4079 }
4080 if( !okay ) {
4081 // die of "natural" cause (overpopulation is natural)
4082 critter.die( nullptr );
4083 }
4084 }
4085
4086 if( !critter.is_dead() ) {
4087 critter.process_items();
4088 }
4089
4090 if( !critter.is_dead() ) {
4091 critter.process_turn();
4092 }
4093
4094 m.creature_in_field( critter );
4095 if( calendar::once_every( 1_days ) ) {
4096 if( critter.has_flag( MF_MILKABLE ) ) {
4097 critter.refill_udders();
4098 }
4099 critter.try_reproduce();
4100 }
4101 while( critter.moves > 0 && !critter.is_dead() && !critter.has_effect( effect_ridden ) ) {
4102 critter.made_footstep = false;
4103 // Controlled critters don't make their own plans
4104 if( !critter.has_effect( effect_ai_controlled ) ) {
4105 // Formulate a path to follow
4106 critter.plan();
4107 }
4108 critter.move(); // Move one square, possibly hit u
4109 critter.process_triggers();
4110 m.creature_in_field( critter );
4111 }
4112
4113 const bionic_id bio_alarm( "bio_alarm" );
4114 if( !critter.is_dead() &&
4115 u.has_active_bionic( bio_alarm ) &&
4116 u.get_power_level() >= bio_alarm->power_trigger &&
4117 rl_dist( u.pos(), critter.pos() ) <= 5 &&
4118 !critter.is_hallucination() ) {
4119 u.mod_power_level( -bio_alarm->power_trigger );
4120 add_msg( m_warning, _( "Your motion alarm goes off!" ) );
4122 _( "Your motion alarm goes off!" ) );
4123 if( u.has_effect( efftype_id( "sleep" ) ) ) {
4124 u.wake_up();
4125 }
4126 }
4127 }
4128
4129 cleanup_dead();
4130
4131 // The remaining monsters are all alive, but may be outside of the reality bubble.
4132 // If so, despawn them. This is not the same as dying, they will be stored for later and the
4133 // monster::die function is not called.
4134 for( monster &critter : all_monsters() ) {
4135 if( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
4136 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
4137 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
4138 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) {
4139 despawn_monster( critter );
4140 }
4141 }
4142
4143 // Now, do active NPCs.
4144 for( npc &guy : g->all_npcs() ) {
4145 int turns = 0;
4146 if( guy.is_mounted() ) {
4147 guy.check_mount_is_spooked();
4148 }
4149 m.creature_in_field( guy );
4150 if( !guy.has_effect( effect_npc_suspend ) ) {
4151 guy.process_turn();
4152 }
4153 while( !guy.is_dead() && guy.moves > 0 && turns < 10 &&
4154 ( !guy.in_sleep_state() || guy.activity.id() == ACT_OPERATION )
4155 ) {
4156 int moves = guy.moves;
4157 guy.move();
4158 if( moves == guy.moves ) {
4159 // Count every time we exit npc::move() without spending any moves.
4160 turns++;
4161 }
4162
4163 // Turn on debug mode when in infinite loop
4164 // It has to be done before the last turn, otherwise
4165 // there will be no meaningful debug output.
4166 if( turns == 9 ) {
4167 debugmsg( "NPC %s entered infinite loop. Turning on debug mode",
4168 guy.name );
4169 debug_mode = true;
4170 }
4171 }
4172
4173 // If we spun too long trying to decide what to do (without spending moves),
4174 // Invoke cognitive suspension to prevent an infinite loop.
4175 if( turns == 10 ) {
4176 add_msg( _( "%s faints!" ), guy.name );
4177 guy.reboot();
4178 }
4179
4180 if( !guy.is_dead() ) {
4181 guy.npc_update_body();
4182 }
4183 }
4184 cleanup_dead();
4185}
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1922
units::energy get_power_level() const
Definition: character.cpp:1902
void wake_up()
Definition: avatar.cpp:958
static const activity_id ACT_OPERATION("ACT_OPERATION")
static const efftype_id effect_npc_suspend("npc_suspend")
static const efftype_id effect_ai_controlled("ai_controlled")
static constexpr int MAPSIZE_Y
@ MF_MILKABLE
Definition: mtype.h:167

References _, ACT_OPERATION, add_msg(), alert, all_monsters(), cancel_activity_or_ignore_query(), cleanup_dead(), map::creature_in_field(), dbg, debug_mode, debugmsg, despawn_monster(), effect_ai_controlled, effect_npc_suspend, effect_ridden, Error, g, Character::get_power_level(), Character::has_active_bionic(), Creature::has_effect(), map::impassable(), is_empty(), m, m_debug, m_warning, MAPSIZE_X, MAPSIZE_Y, MF_MILKABLE, Character::mod_power_level(), calendar::once_every(), map::points_in_radius(), Character::pos(), bionic_data::power_trigger, rl_dist(), string_format(), map::tername(), u, and avatar::wake_up().

Referenced by do_turn().

◆ mouse_edge_scrolling()

std::pair< tripoint, tripoint > game::mouse_edge_scrolling ( input_context ctxt,
int  speed,
const tripoint last,
bool  iso 
)
private

Definition at line 2028 of file game.cpp.

2030{
2031 const int rate = get_option<int>( "EDGE_SCROLL" );
2032 auto ret = std::make_pair( tripoint_zero, last );
2033 if( rate == -1 ) {
2034 // Fast return when the option is disabled.
2035 return ret;
2036 }
2037 // Ensure the parameters are used even if the #if below is false
2038 ( void ) ctxt;
2039 ( void ) speed;
2040 ( void ) iso;
2041#if (defined TILES || defined _WIN32 || defined WINDOWS)
2042 auto now = std::chrono::steady_clock::now();
2043 if( now < last_mouse_edge_scroll + std::chrono::milliseconds( rate ) ) {
2044 return ret;
2045 } else {
2047 }
2048 const input_event event = ctxt.get_raw_input();
2049 if( event.type == CATA_INPUT_MOUSE ) {
2050 const point threshold( projected_window_width() / 100, projected_window_height() / 100 );
2051 if( event.mouse_pos.x <= threshold.x ) {
2052 ret.first.x -= speed;
2053 if( iso ) {
2054 ret.first.y -= speed;
2055 }
2056 } else if( event.mouse_pos.x >= projected_window_width() - threshold.x ) {
2057 ret.first.x += speed;
2058 if( iso ) {
2059 ret.first.y += speed;
2060 }
2061 }
2062 if( event.mouse_pos.y <= threshold.y ) {
2063 ret.first.y -= speed;
2064 if( iso ) {
2065 ret.first.x += speed;
2066 }
2067 } else if( event.mouse_pos.y >= projected_window_height() - threshold.y ) {
2068 ret.first.y += speed;
2069 if( iso ) {
2070 ret.first.x -= speed;
2071 }
2072 }
2073 ret.second = ret.first;
2074 } else if( event.type == CATA_INPUT_TIMEOUT ) {
2075 ret.first = ret.second;
2076 }
2077#endif
2078 return ret;
2079}
@ CATA_INPUT_TIMEOUT
Definition: input.h:77
@ CATA_INPUT_MOUSE
Definition: input.h:80

References CATA_INPUT_MOUSE, CATA_INPUT_TIMEOUT, input_context::get_raw_input(), iso, last, last_mouse_edge_scroll, cata::hash64_detail::ret, tripoint_zero, point::x, and point::y.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ mouse_edge_scrolling_overmap()

tripoint game::mouse_edge_scrolling_overmap ( input_context ctxt)

This variant is suitable for the overmap.

Definition at line 2090 of file game.cpp.

2091{
2092 // overmap has no iso mode
2096 return ret.first;
2097}
std::pair< tripoint, tripoint > mouse_edge_scrolling(input_context &ctxt, int speed, const tripoint &last, bool iso)
Definition: game.cpp:2028
tripoint last_mouse_edge_scroll_vector_terrain
Definition: game.h:1068
tripoint last_mouse_edge_scroll_vector_overmap
Definition: game.h:1069

References last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, and tripoint_zero.

◆ mouse_edge_scrolling_terrain()

tripoint game::mouse_edge_scrolling_terrain ( input_context ctxt)

Used to implement mouse "edge scrolling".

Returns a tripoint which is a vector of the resulting "move", i.e. (0, 0, 0) if the mouse is not at the edge of the screen, otherwise some (x, y, 0) depending on which edges are hit. This variant adjust scrolling speed according to zoom level, making it suitable when viewing the "terrain".

Definition at line 2081 of file game.cpp.

References DEFAULT_TILESET_ZOOM, last_mouse_edge_scroll_vector_overmap, last_mouse_edge_scroll_vector_terrain, mouse_edge_scrolling(), cata::hash64_detail::ret, tile_iso, tileset_zoom, and tripoint_zero.

Referenced by look_around().

◆ move_save_to_graveyard()

void game::move_save_to_graveyard ( const std::string &  dirname)
private

Definition at line 2471 of file game.cpp.

2472{
2473 const std::string save_dir = get_world_base_save_path();
2474 const std::string graveyard_dir = PATH_INFO::graveyarddir() + "/";
2475 const std::string graveyard_save_dir = graveyard_dir + dirname + "/";
2476 const std::string &prefix = base64_encode( u.get_save_id() ) + ".";
2477
2478 if( !assure_dir_exist( graveyard_dir ) ) {
2479 debugmsg( "could not create graveyard path '%s'", graveyard_dir );
2480 }
2481
2482 if( !assure_dir_exist( graveyard_save_dir ) ) {
2483 debugmsg( "could not create graveyard path '%s'", graveyard_save_dir );
2484 }
2485
2486 const auto save_files = get_files_from_path( prefix, save_dir );
2487 if( save_files.empty() ) {
2488 debugmsg( "could not find save files in '%s'", save_dir );
2489 }
2490
2491 for( const auto &src_path : save_files ) {
2492 const std::string dst_path = graveyard_save_dir +
2493 src_path.substr( src_path.rfind( '/' ), std::string::npos );
2494
2495 if( rename_file( src_path, dst_path ) ) {
2496 continue;
2497 }
2498
2499 debugmsg( "could not rename file '%s' to '%s'", src_path, dst_path );
2500
2501 if( remove_file( src_path ) ) {
2502 continue;
2503 }
2504
2505 debugmsg( "could not remove file '%s'", src_path );
2506 }
2507}
bool remove_file(const std::string &path)
Remove a file.
Definition: filesystem.cpp:89
bool assure_dir_exist(const std::string &path)
Create directory if it does not exist.
Definition: filesystem.cpp:48
bool rename_file(const std::string &old_path, const std::string &new_path)
Rename a file, overwriting the target.
Definition: filesystem.cpp:105
std::vector< std::string > get_files_from_path(const std::string &pattern, const std::string &root_path, const bool recursive_search, const bool match_extension)
Returns a vector of files or directories matching pattern at root_path.
Definition: filesystem.cpp:366
std::string graveyarddir()
Definition: path_info.cpp:202

References assure_dir_exist(), base64_encode(), debugmsg, get_files_from_path(), avatar::get_save_id(), get_world_base_save_path(), PATH_INFO::graveyarddir(), prefix, remove_file(), rename_file(), and u.

Referenced by cleanup_at_end().

◆ moving_vehicle_dismount()

void game::moving_vehicle_dismount ( const tripoint dest_loc)

Handles players exiting from moving vehicles.

Definition at line 5135 of file game.cpp.

5136{
5137 const optional_vpart_position vp = m.veh_at( u.pos() );
5138 if( !vp ) {
5139 debugmsg( "Tried to exit non-existent vehicle." );
5140 return;
5141 }
5142 vehicle *const veh = &vp->vehicle();
5143 if( u.pos() == dest_loc ) {
5144 debugmsg( "Need somewhere to dismount towards." );
5145 return;
5146 }
5147 tileray ray( dest_loc.xy() + point( -u.posx(), -u.posy() ) );
5148 // TODO:: make dir() const correct!
5149 const units::angle d = ray.dir();
5150 add_msg( _( "You dive from the %s." ), veh->name );
5151 m.unboard_vehicle( u.pos() );
5152 u.moves -= 200;
5153 // Dive three tiles in the direction of tox and toy
5154 fling_creature( &u, d, 30, true );
5155 // Hit the ground according to vehicle speed
5156 if( !m.has_flag( "SWIMMABLE", u.pos() ) ) {
5157 if( veh->velocity > 0 ) {
5158 fling_creature( &u, veh->face.dir(), veh->velocity / static_cast<float>( 100 ) );
5159 } else {
5160 fling_creature( &u, veh->face.dir() + 180_degrees,
5161 -( veh->velocity ) / static_cast<float>( 100 ) );
5162 }
5163 }
5164}
void fling_creature(Creature *c, const units::angle &dir, float flvel, bool controlled=false)
Flings the input creature in the given direction.
Definition: game.cpp:9774

References _, add_msg(), debugmsg, tileray::dir(), vehicle::face, fling_creature(), map::has_flag(), m, Creature::moves, vehicle::name, Character::pos(), Character::posx(), Character::posy(), u, map::unboard_vehicle(), map::veh_at(), vehicle::velocity, and tripoint::xy().

◆ natural_light_level()

float game::natural_light_level ( int  zlev) const

Definition at line 3490 of file game.cpp.

3491{
3492 // ignore while underground or above limits
3493 if( zlev > OVERMAP_HEIGHT || zlev < 0 ) {
3494 return LIGHT_AMBIENT_MINIMAL;
3495 }
3496
3497 if( latest_lightlevels[zlev] > -std::numeric_limits<float>::max() ) {
3498 // Already found the light level for now?
3499 return latest_lightlevels[zlev];
3500 }
3501
3502 float ret = LIGHT_AMBIENT_MINIMAL;
3503
3504 // Sunlight/moonlight related stuff
3506 if( !weather.lightning_active ) {
3508 } else {
3509 // Recent lightning strike has lit the area
3511 }
3512
3514
3515 // Artifact light level changes here. Even though some of these only have an effect
3516 // aboveground it is cheaper performance wise to simply iterate through the entire
3517 // list once instead of twice.
3518 float mod_ret = -1;
3519 // Each artifact change does std::max(mod_ret, new val) since a brighter end value
3520 // will trump a lower one.
3521 if( const timed_event *e = timed_events.get( TIMED_EVENT_DIM ) ) {
3522 // TIMED_EVENT_DIM slowly dims the natural sky level, then relights it.
3523 const time_duration left = e->when - calendar::turn;
3524 // TIMED_EVENT_DIM has an occurrence date of turn + 50, so the first 25 dim it,
3525 if( left > 25_turns ) {
3526 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( left - 25_turns ) ) / 25_turns );
3527 // and the last 25 scale back towards normal.
3528 } else {
3529 mod_ret = std::max( static_cast<double>( mod_ret ), ( ret * ( 25_turns - left ) ) / 25_turns );
3530 }
3531 }
3533 // TIMED_EVENT_ARTIFACT_LIGHT causes everywhere to become as bright as day.
3534 mod_ret = std::max<float>( ret, default_daylight_level() );
3535 }
3536 // If we had a changed light level due to an artifact event then it overwrites
3537 // the natural light level.
3538 if( mod_ret > -1 ) {
3539 ret = mod_ret;
3540 }
3541
3542 // Cap everything to our minimum light level
3543 ret = std::max<float>( LIGHT_AMBIENT_MINIMAL, ret );
3544
3545 latest_lightlevels[zlev] = ret;
3546
3547 return ret;
3548}
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
float sunlight(const time_point &p, const bool vision)
Returns the current sunlight or moonlight level through the preceding functions.
Definition: calendar.cpp:199
std::array< float, OVERMAP_LAYERS > latest_lightlevels
Definition: game.h:1041
bool queued(timed_event_type type) const
timed_event * get(timed_event_type type)
weather_type_id weather_id
Definition: weather.h:193
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
@ TIMED_EVENT_DIM
Definition: timed_event.h:22
@ TIMED_EVENT_ARTIFACT_LIGHT
Definition: timed_event.h:23

References default_daylight_level(), timed_event_manager::get(), get_weather, latest_lightlevels, left, LIGHT_AMBIENT_MINIMAL, weather_type::light_modifier, OVERMAP_HEIGHT, timed_event_manager::queued(), cata::hash64_detail::ret, sunlight(), TIMED_EVENT_ARTIFACT_LIGHT, TIMED_EVENT_DIM, timed_events, calendar::turn, and weather_manager::weather_id.

Referenced by light_level().

◆ npc_menu()

bool game::npc_menu ( npc who)

Returns true if the menu handled stuff and player shouldn't do anything else.

Perception slightly increases precision when examining NPCs' wounds Firstaid increases precision when examining NPCs' wounds

Definition at line 5266 of file game.cpp.

5267{
5268 enum choices : int {
5269 talk = 0,
5270 swap_pos,
5271 push,
5272 examine_wounds,
5273 use_item,
5274 sort_armor,
5275 attack,
5276 disarm,
5277 steal
5278 };
5279
5280 const bool obeys = debug_mode || ( who.is_player_ally() && !who.in_sleep_state() );
5281
5282 uilist amenu;
5283
5284 amenu.text = string_format( _( "What to do with %s?" ), who.disp_name() );
5285 amenu.addentry( talk, true, 't', _( "Talk" ) );
5286 amenu.addentry( swap_pos, obeys && !who.is_mounted() &&
5287 !u.is_mounted(), 's', _( "Swap positions" ) );
5288 amenu.addentry( push, obeys && !who.is_mounted(), 'p', _( "Push away" ) );
5289 amenu.addentry( examine_wounds, true, 'w', _( "Examine wounds" ) );
5290 amenu.addentry( use_item, true, 'i', _( "Use item on" ) );
5291 amenu.addentry( sort_armor, obeys, 'r', _( "Sort armor" ) );
5292 amenu.addentry( attack, true, 'a', _( "Attack" ) );
5293 if( !who.is_player_ally() ) {
5294 amenu.addentry( disarm, who.is_armed(), 'd', _( "Disarm" ) );
5295 amenu.addentry( steal, !who.is_enemy(), 'S', _( "Steal" ) );
5296 }
5297
5298 amenu.query();
5299
5300 const int choice = amenu.ret;
5301 if( choice == talk ) {
5302 who.talk_to_u();
5303 } else if( choice == swap_pos ) {
5304 if( !prompt_dangerous_tile( who.pos() ) ) {
5305 return true;
5306 }
5307 // TODO: Make NPCs protest when displaced onto dangerous crap
5308 add_msg( _( "You swap places with %s." ), who.name );
5309 swap_critters( u, who );
5310 // TODO: Make that depend on stuff
5311 u.mod_moves( -200 );
5312 } else if( choice == push ) {
5313 // TODO: Make NPCs protest when displaced onto dangerous crap
5314 tripoint oldpos = who.pos();
5315 who.move_away_from( u.pos(), true );
5316 u.mod_moves( -20 );
5317 if( oldpos != who.pos() ) {
5318 add_msg( _( "%s moves out of the way." ), who.name );
5319 } else {
5320 add_msg( m_warning, _( "%s has nowhere to go!" ), who.name );
5321 }
5322 } else if( choice == examine_wounds ) {
5323 ///\EFFECT_PER slightly increases precision when examining NPCs' wounds
5324
5325 ///\EFFECT_FIRSTAID increases precision when examining NPCs' wounds
5326 const bool precise = u.get_skill_level( skill_firstaid ) * 4 + u.per_cur >= 20;
5327 who.body_window( _( "Limbs of: " ) + who.disp_name(), true, precise, 0, 0, 0, 0.0f, 0.0f, 0.0f,
5328 0.0f, 0.0f );
5329 } else if( choice == use_item ) {
5330 static const std::string heal_string( "heal" );
5331 const auto will_accept = []( const item & it ) {
5332 const auto use_fun = it.get_use( heal_string );
5333 if( use_fun == nullptr ) {
5334 return false;
5335 }
5336
5337 const auto *actor = dynamic_cast<const heal_actor *>( use_fun->get_actor_ptr() );
5338
5339 return actor != nullptr &&
5340 actor->limb_power >= 0 &&
5341 actor->head_power >= 0 &&
5342 actor->torso_power >= 0;
5343 };
5344 item_location loc = game_menus::inv::titled_filter_menu( will_accept, u, _( "Use which item?" ) );
5345
5346 if( !loc ) {
5347 add_msg( _( "Never mind" ) );
5348 return false;
5349 }
5350 item &used = *loc;
5351 bool did_use = u.invoke_item( &used, heal_string, who.pos() );
5352 if( did_use ) {
5353 // Note: exiting a body part selection menu counts as use here
5354 u.mod_moves( -300 );
5355 }
5356 } else if( choice == sort_armor ) {
5357 show_armor_layers_ui( who );
5358 u.mod_moves( -100 );
5359 } else if( choice == attack ) {
5360 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5361 u.melee_attack( who, true );
5362 who.on_attacked( u );
5363 }
5364 } else if( choice == disarm ) {
5365 if( who.is_enemy() || query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5367 }
5368 } else if( choice == steal && query_yn( _( "You may be attacked! Proceed?" ) ) ) {
5370 }
5371
5372 return true;
5373}
hp_part body_window(const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
Displays menu with body part hp, optionally with hp estimation after healing.
Definition: character.cpp:5749
bool in_sleep_state() const override
Definition: character.cpp:9318
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:444
int per_cur
Definition: character.h:267
bool prompt_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8707
bool swap_critters(Creature &, Creature &)
Swaps positions of two creatures.
Definition: game.cpp:4761
float limb_power
How much hp to restore when healing limbs?
Definition: iuse_actor.h:1012
void talk_to_u(bool radio_contact=false)
Definition: npctalk.cpp:768
void on_attacked(const Creature &attacker)
Definition: npc.cpp:1445
void move_away_from(const tripoint &p, bool no_bash_atk=false, std::set< tripoint > *nomove=nullptr)
Definition: npcmove.cpp:2568
static const skill_id skill_firstaid("firstaid")
static void swap_pos(Creature &caster, const tripoint &target)
void try_disarm_npc(avatar &you, npc &target)
Try to disarm the NPC.
Definition: melee.cpp:2379
void try_steal_from_npc(avatar &you, npc &target)
Try to steal an item from the NPC's inventory.
Definition: melee.cpp:2456
item_location steal(avatar &you, player &victim)
Menu for stealing stuff.
item_location titled_filter_menu(item_filter filter, avatar &you, const std::string &title, const std::string &none_message="")
void push(monster &z)
Definition: monexamine.cpp:615

References _, add_msg(), uilist::addentry(), Character::body_window(), debug_mode, Character::disp_name(), Character::get_skill_level(), Character::in_sleep_state(), avatar::invoke_item(), Character::is_armed(), npc::is_enemy(), Character::is_mounted(), npc::is_player_ally(), heal_actor::limb_power, m_warning, Character::melee_attack(), Creature::mod_moves(), npc::move_away_from(), Character::name, npc::on_attacked(), Character::per_cur, Character::pos(), prompt_dangerous_tile(), monexamine::push(), uilist::query(), query_yn(), uilist::ret, show_armor_layers_ui(), skill_firstaid, game_menus::inv::steal(), string_format(), swap_critters(), swap_pos(), npc::talk_to_u(), uilist::text, game_menus::inv::titled_filter_menu(), avatar_funcs::try_disarm_npc(), avatar_funcs::try_steal_from_npc(), u, and avatar_action::use_item().

Referenced by examine().

◆ num_creatures()

size_t game::num_creatures ( ) const

Returns the approximate number of creatures in the reality bubble.

Because of performance restrictions it may return a slightly incorrect values (as it includes dead, but not yet cleaned up creatures).

Definition at line 4707 of file game.cpp.

4708{
4709 return critter_tracker->size() + active_npc.size() + 1; // 1 == g->u
4710}

References active_npc, and critter_tracker.

Referenced by display_visibility(), and fungal_effects::fungalize().

◆ on_move_effects()

void game::on_move_effects ( )

Definition at line 9732 of file game.cpp.

9733{
9734 // TODO: Move this to a character method
9735 if( !u.is_mounted() ) {
9736 const item muscle( "muscle" );
9737 for( const bionic_id &bid : u.get_bionic_fueled_with( muscle ) ) {
9738 if( u.has_active_bionic( bid ) ) {// active power gen
9739 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->fuel_efficiency );
9740 } else if( u.has_bionic( bid ) ) {// passive power gen
9741 u.mod_power_level( units::from_kilojoule( muscle.fuel_energy() ) * bid->passive_fuel_efficiency );
9742 }
9743 }
9744 const bionic_id bio_jointservo( "bio_jointservo" );
9746 if( u.movement_mode_is( CMM_RUN ) ) {
9748 } else {
9750 }
9751 }
9752 }
9753
9754 if( u.movement_mode_is( CMM_RUN ) ) {
9755 if( !u.can_run() ) {
9757 }
9758 }
9759
9760 // apply martial art move bonuses
9761 u.martial_arts_data->ma_onmove_effects( u );
9762
9764}
static const bionic_id bio_jointservo("bio_jointservo")
@ CMM_RUN
Definition: character.h:110
bool can_run()
source of truth of whether a Character can run
Definition: character.cpp:1267
bool movement_mode_is(character_movemode mode) const
Check against the character's current movement mode.
Definition: character.cpp:1557
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1863
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1812
void do_ambient()
Definition: sounds.cpp:1614
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
units::energy power_trigger
Power cost when the bionic's special effect is triggered.
Definition: bionics.h:43

References bio_jointservo, Character::can_run(), CMM_RUN, sfx::do_ambient(), units::from_kilojoule(), item::fuel_energy(), Character::get_bionic_fueled_with(), Character::has_active_bionic(), Character::has_bionic(), Character::is_mounted(), Character::martial_arts_data, Character::mod_power_level(), Character::movement_mode_is(), bionic_data::power_trigger, avatar::toggle_run_mode(), and u.

Referenced by phasing_move(), and walk_move().

◆ on_options_changed()

void game::on_options_changed ( )

Should be invoked whenever options change.

Definition at line 9766 of file game.cpp.

9767{
9768#if defined(TILES)
9769 tilecontext->on_options_changed();
9770#endif
9771 grid_tracker_ptr->on_options_changed();
9772}

References grid_tracker_ptr.

◆ open_consume_item_menu()

void game::open_consume_item_menu ( )
private

Definition at line 1501 of file handle_action.cpp.

1502{
1503 uilist as_m;
1504
1505 as_m.text = _( "What do you want to consume?" );
1506
1507 as_m.entries.emplace_back( 0, true, 'f', _( "Food" ) );
1508 as_m.entries.emplace_back( 1, true, 'd', _( "Drink" ) );
1509 as_m.entries.emplace_back( 2, true, 'm', _( "Medication" ) );
1510 as_m.query();
1511
1512 switch( as_m.ret ) {
1513 case 0:
1515 break;
1516 case 1:
1518 break;
1519 case 2:
1521 break;
1522 default:
1523 break;
1524 }
1525}
std::vector< uilist_entry > entries
Definition: ui.h:323
item_location consume_drink(player &p)
Consuming a drink item via a custom menu.
item_location consume_meds(player &p)
Consuming a medication item via a custom menu.
item_location consume_food(player &p)
Consuming a food item via a custom menu.

References _, game_menus::inv::consume_drink(), game_menus::inv::consume_food(), game_menus::inv::consume_meds(), avatar_action::eat(), uilist::entries, uilist::query(), uilist::ret, uilist::text, and u.

Referenced by handle_action().

◆ overmap_npc_move()

void game::overmap_npc_move ( )
private

Definition at line 4187 of file game.cpp.

4188{
4189 std::vector<npc *> travelling_npcs;
4190 static constexpr int move_search_radius = 600;
4191 for( auto &elem : overmap_buffer.get_npcs_near_player( move_search_radius ) ) {
4192 if( !elem ) {
4193 continue;
4194 }
4195 npc *npc_to_add = elem.get();
4196 if( ( !npc_to_add->is_active() || rl_dist( u.pos(), npc_to_add->pos() ) > SEEX * 2 ) &&
4197 npc_to_add->mission == NPC_MISSION_TRAVELLING ) {
4198 travelling_npcs.push_back( npc_to_add );
4199 }
4200 }
4201 for( auto &elem : travelling_npcs ) {
4202 if( elem->has_omt_destination() ) {
4203 if( !elem->omt_path.empty() && rl_dist( elem->omt_path.back(), elem->global_omt_location() ) > 2 ) {
4204 //recalculate path, we got distracted doing something else probably
4205 elem->omt_path.clear();
4206 }
4207 if( elem->omt_path.empty() ) {
4208 const tripoint_abs_omt &from = elem->global_omt_location();
4209 const tripoint_abs_omt &to = elem->goal;
4210 elem->omt_path = overmap_buffer.get_travel_path( elem->global_omt_location(), elem->goal,
4212 if( elem->omt_path.empty() ) {
4213 add_msg( m_debug, "%s couldn't find overmap path from %s to %s",
4214 elem->get_name(), from.to_string(), to.to_string() );
4215 elem->goal = npc::no_goal_point;
4216 elem->mission = NPC_MISSION_NULL;
4217 }
4218 } else {
4219 if( elem->omt_path.back() == elem->global_omt_location() ) {
4220 elem->omt_path.pop_back();
4221 }
4222 // TODO: fix point types
4223 elem->travel_overmap(
4224 project_to<coords::sm>( elem->omt_path.back() ).raw() );
4225 }
4226 reload_npcs();
4227 }
4228 }
4229 return;
4230}
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1839
static constexpr tripoint_abs_omt no_goal_point
Definition: npc.h:1303
bool is_active() const
Definition: npc.cpp:2199
std::vector< tripoint_abs_omt > get_travel_path(const tripoint_abs_omt &src, const tripoint_abs_omt &dest, overmap_path_params params)
@ NPC_MISSION_NULL
Definition: npc.h:142
@ NPC_MISSION_TRAVELLING
Definition: npc.h:154
static overmap_path_params for_npc()

References add_msg(), overmap_path_params::for_npc(), overmapbuffer::get_npcs_near_player(), overmapbuffer::get_travel_path(), npc::is_active(), m_debug, npc::mission, npc::no_goal_point, NPC_MISSION_NULL, NPC_MISSION_TRAVELLING, Character::omt_path, overmap_buffer, Character::pos(), reload_npcs(), rl_dist(), SEEX, coords::coord_point< Point, Origin, Scale >::to_string(), and u.

Referenced by do_turn().

◆ peek() [1/2]

void game::peek ( )

Definition at line 5641 of file game.cpp.

5642{
5643 const std::optional<tripoint> p = choose_direction( _( "Peek where?" ), true );
5644 if( !p ) {
5645 return;
5646 }
5647
5648 if( p->z != 0 ) {
5649 const tripoint old_pos = u.pos();
5650 vertical_move( p->z, false, true );
5651
5652 if( old_pos != u.pos() ) {
5653 look_around();
5654 vertical_move( p->z * -1, false, true );
5655 }
5656 return;
5657 }
5658
5659 if( m.impassable( u.pos() + *p ) || m.obstructed_by_vehicle_rotation( u.pos(), u.pos() + *p ) ) {
5660 return;
5661 }
5662
5663 peek( u.pos() + *p );
5664}
std::optional< tripoint > choose_direction(const std::string &message, const bool allow_vertical)
Request player input of a direction, possibly including vertical component.
Definition: action.cpp:938

References _, choose_direction(), map::impassable(), look_around(), m, map::obstructed_by_vehicle_rotation(), peek(), Character::pos(), u, and vertical_move().

Referenced by handle_action(), and peek().

◆ peek() [2/2]

void game::peek ( const tripoint p)

Definition at line 5666 of file game.cpp.

5667{
5668 u.moves -= 200;
5669 tripoint prev = u.pos();
5670 u.setpos( p );
5671 tripoint center = p;
5672 const look_around_result result = look_around( /*show_window=*/true, center, center, false, false,
5673 true );
5674 u.setpos( prev );
5675
5676 if( result.peek_action && *result.peek_action == PA_BLIND_THROW ) {
5677 item_location loc;
5678 avatar_action::plthrow( u, loc, p );
5679 }
5681}

References center, map::invalidate_map_cache(), look_around(), m, Creature::moves, PA_BLIND_THROW, avatar_action::plthrow(), Character::pos(), Character::setpos(), u, and tripoint::z.

◆ perhaps_add_random_npc()

void game::perhaps_add_random_npc ( )
private

Definition at line 11074 of file game.cpp.

11075{
11076 static constexpr time_duration spawn_interval = 1_hours;
11077 if( !calendar::once_every( spawn_interval ) ) {
11078 return;
11079 }
11080 // Create a new NPC?
11081 // Only allow NPCs on 0 z-level, otherwise they can bug out due to lack of spots
11082 if( !get_option<bool>( "RANDOM_NPC" ) || ( !m.has_zlevels() && get_levz() != 0 ) ) {
11083 return;
11084 }
11085
11086 // We want the "NPC_DENSITY" to denote number of NPCs per week, per overmap, or so
11087 // But soft-cap it at about a standard year (4*14 days) worth
11088 const int npc_num = overmap_buffer.get_npcs_near_player(
11090 const double chance = npc_overmap::spawn_chance_in_hour( npc_num,
11091 get_option<float>( "NPC_DENSITY" ) );
11092 add_msg( m_debug, "Random NPC spawn chance %0.3f%%", chance * 100 );
11093 if( !x_in_y( chance, 1.0f ) ) {
11094 return;
11095 }
11096
11097 bool spawn_allowed = false;
11099 int counter = 0;
11100 while( !spawn_allowed ) {
11101 if( counter >= 100 ) {
11102 return;
11103 }
11104 // Shouldn't be larger than search radius or it might get swarmy at the edges
11105 static constexpr int radius_spawn_range = npc_overmap::density_search_radius;
11106 const tripoint_abs_omt u_omt = u.global_omt_location();
11107 spawn_point = u_omt + point( rng( -radius_spawn_range, radius_spawn_range ),
11108 rng( -radius_spawn_range, radius_spawn_range ) );
11109 spawn_point.z() = 0;
11110 const oter_id oter = overmap_buffer.ter( spawn_point );
11111 // Shouldn't spawn on lakes or rivers.
11112 // TODO: Prefer greater distance
11113 if( !is_river_or_lake( oter ) || rl_dist( u_omt.xy(), spawn_point.xy() ) < 30 ) {
11114 spawn_allowed = true;
11115 }
11116 counter += 1;
11117 }
11118 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
11119 tmp->randomize();
11120 std::string new_fac_id = "solo_";
11121 new_fac_id += tmp->name;
11122 // create a new "lone wolf" faction for this one NPC
11123 faction *new_solo_fac = faction_manager_ptr->add_new_faction( tmp->name, faction_id( new_fac_id ),
11124 faction_id( "no_faction" ) );
11125 tmp->set_fac( new_solo_fac ? new_solo_fac->id : faction_id( "no_faction" ) );
11126 // adds the npc to the correct overmap.
11127 // Only spawn random NPCs on z-level 0
11128 // TODO: fix point types
11129 tripoint submap_spawn = omt_to_sm_copy( spawn_point.raw() );
11130 tmp->spawn_at_sm( tripoint( submap_spawn.xy(), 0 ) );
11132 tmp->form_opinion( u );
11133 tmp->mission = NPC_MISSION_NULL;
11134 tmp->long_term_goal_action();
11135 tmp->add_new_mission( mission::reserve_random( ORIGIN_ANY_NPC, tmp->global_omt_location(),
11136 tmp->getID() ) );
11137 dbg( DL::Debug ) << "Spawning a random NPC at " << spawn_point;
11138 // This will make the new NPC active- if its nearby to the player
11139 load_npcs();
11140}
faction_id id
Definition: faction.h:82
point omt_to_sm_copy(point p)
@ Debug
Debug information (default: disabled).
@ ORIGIN_ANY_NPC
Definition: mission.h:46
double spawn_chance_in_hour(int current_npc_count, double density)
Chance that a random NPC spawns somewhere on overmap.
Definition: game.cpp:11063
static constexpr int density_search_radius
Radius of the area in which we count NPCs for random spawn chance.
Definition: npc.h:1423
bool is_river_or_lake(const oter_id &ter)
Definition: overmap.cpp:563

References add_msg(), dbg, Debug, npc_overmap::density_search_radius, faction_manager_ptr, get_levz(), overmapbuffer::get_npcs_near_player(), Character::global_omt_location(), map::has_zlevels(), faction_template::id, overmapbuffer::insert_npc(), is_river_or_lake(), load_npcs(), m, m_debug, NPC_MISSION_NULL, omt_to_sm_copy(), calendar::once_every(), ORIGIN_ANY_NPC, overmap_buffer, mission::reserve_random(), rl_dist(), rng(), npc_overmap::spawn_chance_in_hour(), overmapbuffer::ter(), u, x_in_y(), coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::xy().

Referenced by do_turn().

◆ phasing_move()

bool game::phasing_move ( const tripoint dest,
bool  via_ramp = false 
)

Definition at line 9457 of file game.cpp.

9458{
9459 if( dest_loc.z != u.posz() && !via_ramp ) {
9460 // No vertical phasing yet
9461 return false;
9462 }
9463
9464 //probability travel through walls but not water
9465 tripoint dest = dest_loc;
9466 // tile is impassable
9467 int tunneldist = 0;
9468 const point d( sgn( dest.x - u.posx() ), sgn( dest.y - u.posy() ) );
9469 while( m.impassable( dest ) ||
9470 ( critter_at( dest ) != nullptr && tunneldist > 0 ) ) {
9471 //add 1 to tunnel distance for each impassable tile in the line
9472 tunneldist += 1;
9473 //Being dimensionally anchored prevents quantum shenanigans.
9474 if( u.worn_with_flag( "DIMENSIONAL_ANCHOR" ) || u.has_effect_with_flag( "DIMENSIONAL_ANCHOR" ) ) {
9476 _( "You try to quantum tunnel through the barrier, but something holds you back!" ) );
9477 return false;
9478 }
9479 if( tunneldist > 24 ) {
9480 add_msg( m_info, _( "It's too dangerous to tunnel that far!" ) );
9481 return false;
9482 }
9483
9484 dest.x += d.x;
9485 dest.y += d.y;
9486 }
9487
9489
9490 if( tunneldist != 0 ) {
9491 // -1 because power_cost for the first tile was already taken up by the bionic's activation
9492 if( ( tunneldist - 1 ) * power_cost > u.get_power_level() ) {
9493 // oops, not enough energy! Tunneling costs set amount of bionic power per impassable tile
9494 if( tunneldist * power_cost > u.get_max_power_level() ) {
9495 add_msg( _( "You try to quantum tunnel through the barrier but bounce off! You don't have enough bionic power capacity to travel that far." ) );
9496 } else {
9497 add_msg( _( "You try to quantum tunnel through the barrier but are reflected! You need %s of bionic power to travel that thickness of material." ),
9498 units::display( power_cost * tunneldist ) );
9499 }
9500 return false;
9501 }
9502
9503 if( u.in_vehicle ) {
9504 m.unboard_vehicle( u.pos() );
9505 }
9506
9507 add_msg( _( "You quantum tunnel through the %d-tile wide barrier!" ), tunneldist );
9508 //tunneling costs 100 bionic power per impassable tile, but the first 100 was already drained by activation.
9509 u.mod_power_level( -( ( tunneldist - 1 ) * power_cost ) );
9510 //tunneling costs 100 moves baseline, 50 per extra tile up to a cap of 500 moves
9511 u.moves -= ( 50 + ( tunneldist * 50 ) );
9512 u.setpos( dest );
9513
9514 if( m.veh_at( u.pos() ).part_with_feature( "BOARDABLE", true ) ) {
9515 m.board_vehicle( u.pos(), &u );
9516 }
9517
9518 u.grab( OBJECT_NONE );
9520 m.creature_on_trap( u );
9521 return true;
9522 }
9523
9524 return false;
9525}
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3262
units::energy get_max_power_level() const
Definition: character.cpp:1907
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1209
void on_move_effects()
Definition: game.cpp:9732
void board_vehicle(const tripoint &p, player *pl)
Definition: map.cpp:1113
constexpr int sgn(const T x)
Definition: enums.h:8
static const bionic_id bio_probability_travel("bio_probability_travel")
std::string display(const units::energy v)
Definition: units.cpp:59
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37

References _, add_msg(), player::add_msg_if_player(), bio_probability_travel, map::board_vehicle(), map::creature_on_trap(), critter_at(), units::display(), Character::get_max_power_level(), Character::get_power_level(), avatar::grab(), Creature::has_effect_with_flag(), map::impassable(), Character::in_vehicle, m, m_info, Character::mod_power_level(), Creature::moves, OBJECT_NONE, on_move_effects(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), bionic_data::power_activate, Character::setpos(), sgn(), u, map::unboard_vehicle(), map::veh_at(), Character::worn_with_flag(), point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

◆ pickup() [1/2]

void game::pickup ( )
private

Definition at line 5612 of file game.cpp.

5613{
5614 const std::optional<tripoint> examp_ = choose_adjacent_highlight( _( "Pickup where?" ),
5615 _( "There is nothing to pick up nearby." ),
5616 ACTION_PICKUP, false );
5617 if( !examp_ ) {
5618 return;
5619 }
5620 pickup( *examp_ );
5621}

References _, ACTION_PICKUP, choose_adjacent_highlight(), and pickup().

Referenced by handle_action(), and pickup().

◆ pickup() [2/2]

void game::pickup ( const tripoint p)
private

Definition at line 5623 of file game.cpp.

5624{
5625 // Highlight target
5626 shared_ptr_fast<game::draw_callback_t> hilite_cb = make_shared_fast<game::draw_callback_t>( [&]() {
5627 m.drawsq( w_terrain, p, drawsq_params().highlight( true ) );
5628 } );
5629 add_draw_callback( hilite_cb );
5630
5631 pickup::pick_up( p, 0 );
5632}

References add_draw_callback(), map::drawsq(), m, pickup::pick_up(), and w_terrain.

◆ pickup_feet()

void game::pickup_feet ( )
private

Definition at line 5634 of file game.cpp.

5635{
5636 pickup::pick_up( u.pos(), 1 );
5637}

References pickup::pick_up(), Character::pos(), and u.

Referenced by handle_action().

◆ place_critter_around() [1/2]

monster * game::place_critter_around ( const mtype_id id,
const tripoint center,
int  radius 
)

Definition at line 4655 of file game.cpp.

4656{
4657 // TODO: change this into an assert, it must never happen.
4658 if( id.is_null() ) {
4659 return nullptr;
4660 }
4661 return place_critter_around( make_shared_fast<monster>( id ), center, radius );
4662}
monster * place_critter_around(const mtype_id &id, const tripoint &center, int radius)
Definition: game.cpp:4655

References center, and place_critter_around().

Referenced by place_critter_around(), place_critter_at(), replace_stair_monsters(), and start_game().

◆ place_critter_around() [2/2]

monster * game::place_critter_around ( const shared_ptr_fast< monster > &  mon,
const tripoint center,
int  radius,
bool  forced = false 
)

Definition at line 4664 of file game.cpp.

4668{
4669 std::optional<tripoint> where;
4670 if( forced || can_place_monster( *mon, center ) ) {
4671 where = center;
4672 }
4673
4674 // This loop ensures the monster is placed as close to the center as possible,
4675 // but all places that equally far from the center have the same probability.
4676 for( int r = 1; r <= radius && !where; ++r ) {
4678 }
4679
4680 if( !where ) {
4681 return nullptr;
4682 }
4683 mon->spawn( *where );
4684 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4685}
static std::optional< tripoint > choose_where_to_place_monster(const monster &mon, const tripoint_range< tripoint > &range)
Definition: game.cpp:4637
static bool can_place_monster(const monster &mon, const tripoint &p)
Definition: game.cpp:4621

References can_place_monster(), center, choose_where_to_place_monster(), critter_tracker, m, and map::points_in_radius().

◆ place_critter_at() [1/2]

monster * game::place_critter_at ( const mtype_id id,
const tripoint p 
)

Adds critters to the reality bubble, creating them if necessary.

Functions taking a id parameter will construct a monster based on that id, (with default properties). Functions taking a mon parameter will use the supplied monster instance instead (which must not be null). Note: the monster will not be upgraded by these functions, it is placed as is.

place_critter_at will place the creature exactly at the given point.

place_critter_around will place the creature around the center p within the given radius (radius 0 means only the center point is used). The chosen point will be as close to the center as possible.

place_critter_within will place the creature at a random point within that given range. (All points within have equal probability.)

Returns
All functions return null if the creature could not be placed (usually because the target is not suitable for it: may be a solid wall, or air, or already occupied by some creature). If the creature has been placed, it returns a pointer to it (which is the same as the one contained in mon).

Definition at line 4645 of file game.cpp.

4646{
4647 return place_critter_around( id, p, 0 );
4648}

References place_critter_around().

Referenced by fungal_effects::fungalize(), revive_corpse(), fungal_effects::spread_fungus_one_tile(), and update_stair_monsters().

◆ place_critter_at() [2/2]

monster * game::place_critter_at ( const shared_ptr_fast< monster > &  mon,
const tripoint p 
)

Definition at line 4650 of file game.cpp.

4651{
4652 return place_critter_around( mon, p, 0 );
4653}

References place_critter_around().

◆ place_critter_within() [1/2]

monster * game::place_critter_within ( const mtype_id id,
const tripoint_range< tripoint > &  range 
)

Definition at line 4687 of file game.cpp.

4688{
4689 // TODO: change this into an assert, it must never happen.
4690 if( id.is_null() ) {
4691 return nullptr;
4692 }
4693 return place_critter_within( make_shared_fast<monster>( id ), range );
4694}
monster * place_critter_within(const mtype_id &id, const tripoint_range< tripoint > &range)
Definition: game.cpp:4687

References place_critter_within(), and range.

Referenced by place_critter_within().

◆ place_critter_within() [2/2]

monster * game::place_critter_within ( const shared_ptr_fast< monster > &  mon,
const tripoint_range< tripoint > &  range 
)

Definition at line 4696 of file game.cpp.

4698{
4699 const std::optional<tripoint> where = choose_where_to_place_monster( *mon, range );
4700 if( !where ) {
4701 return nullptr;
4702 }
4703 mon->spawn( *where );
4704 return critter_tracker->add( mon ) ? mon.get() : nullptr;
4705}

References choose_where_to_place_monster(), critter_tracker, and range.

◆ place_player()

point game::place_player ( const tripoint dest)
Dexterity increases chance of avoiding cuts on sharp terrain

Definition at line 9095 of file game.cpp.

9096{
9097 const optional_vpart_position vp1 = m.veh_at( dest_loc );
9098 if( const std::optional<std::string> label = vp1.get_label() ) {
9099 add_msg( m_info, _( "Label here: %s" ), *label );
9100 }
9101 std::string signage = m.get_signage( dest_loc );
9102 if( !signage.empty() ) {
9103 if( !u.has_trait( trait_ILLITERATE ) ) {
9104 add_msg( m_info, _( "The sign says: %s" ), signage );
9105 } else {
9106 add_msg( m_info, _( "There is a sign here, but you are unable to read it." ) );
9107 }
9108 }
9109 if( m.has_graffiti_at( dest_loc ) ) {
9110 if( !u.has_trait( trait_ILLITERATE ) ) {
9111 add_msg( m_info, _( "Written here: %s" ), m.graffiti_at( dest_loc ) );
9112 } else {
9113 add_msg( m_info, _( "Something is written here, but you are unable to read it." ) );
9114 }
9115 }
9116 // TODO: Move the stuff below to a Character method so that NPCs can reuse it
9117 if( m.has_flag( "ROUGH", dest_loc ) && ( !u.in_vehicle ) && ( !u.is_mounted() ) ) {
9118 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_l" ) ) < rng( 2, 5 ) ) {
9119 add_msg( m_bad, _( "You hurt your left foot on the %s!" ),
9120 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9121 dest_loc ) );
9122 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9123 }
9124 if( one_in( 5 ) && u.get_armor_bash( bodypart_id( "foot_r" ) ) < rng( 2, 5 ) ) {
9125 add_msg( m_bad, _( "You hurt your right foot on the %s!" ),
9126 m.has_flag_ter( "ROUGH", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9127 dest_loc ) );
9128 u.deal_damage( nullptr, bodypart_id( "foot_l" ), damage_instance( DT_CUT, 1 ) );
9129 }
9130 }
9131 ///\EFFECT_DEX increases chance of avoiding cuts on sharp terrain
9132 if( m.has_flag( "SHARP", dest_loc ) && !one_in( 3 ) && !x_in_y( 1 + u.dex_cur / 2.0, 40 ) &&
9133 ( !u.in_vehicle && !m.veh_at( dest_loc ) ) && ( !u.has_trait( trait_PARKOUR ) ||
9134 one_in( 4 ) ) && ( u.has_trait( trait_THICKSKIN ) ? !one_in( 8 ) : true ) ) {
9135 if( u.is_mounted() ) {
9136 add_msg( _( "Your %s gets cut!" ), u.mounted_creature->get_name() );
9137 u.mounted_creature->apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 10 ) );
9138 } else {
9139 const bodypart_id bp = u.get_random_body_part();
9140 if( u.deal_damage( nullptr, bp, damage_instance( DT_CUT, rng( 1, 10 ) ) ).total_damage() > 0 ) {
9141 //~ 1$s - bodypart name in accusative, 2$s is terrain name.
9142 add_msg( m_bad, _( "You cut your %1$s on the %2$s!" ),
9143 body_part_name_accusative( bp->token ),
9144 m.has_flag_ter( "SHARP", dest_loc ) ? m.tername( dest_loc ) : m.furnname(
9145 dest_loc ) );
9146 }
9147 }
9148 }
9149 if( m.has_flag( "UNSTABLE", dest_loc ) && !u.is_mounted() ) {
9150 u.add_effect( effect_bouldering, 1_turns, num_bp );
9151 } else if( u.has_effect( effect_bouldering ) ) {
9153 }
9154 if( m.has_flag_ter_or_furn( TFLAG_NO_SIGHT, dest_loc ) ) {
9155 u.add_effect( effect_no_sight, 1_turns, num_bp );
9156 } else if( u.has_effect( effect_no_sight ) ) {
9158 }
9159
9160 // If we moved out of the nonant, we need update our map data
9161 if( m.has_flag( "SWIMMABLE", dest_loc ) && u.has_effect( effect_onfire ) ) {
9162 add_msg( _( "The water puts out the flames!" ) );
9164 if( u.is_mounted() ) {
9165 monster *mon = u.mounted_creature.get();
9166 if( mon->has_effect( effect_onfire ) ) {
9168 }
9169 }
9170 }
9171
9172 if( monster *const mon_ptr = critter_at<monster>( dest_loc ) ) {
9173 // We displaced a monster. It's probably a bug if it wasn't a friendly mon...
9174 // Immobile monsters can't be displaced.
9175 monster &critter = *mon_ptr;
9176 // TODO: handling for ridden creatures other than players mount.
9177 if( !critter.has_effect( effect_ridden ) ) {
9178 if( u.is_mounted() ) {
9179 std::vector<tripoint> valid;
9180 for( const tripoint &jk : m.points_in_radius( critter.pos(), 1 ) ) {
9181 if( is_empty( jk ) ) {
9182 valid.push_back( jk );
9183 }
9184 }
9185 if( !valid.empty() ) {
9186 critter.move_to( random_entry( valid ) );
9187 add_msg( _( "You push the %s out of the way." ), critter.name() );
9188 } else {
9189 add_msg( _( "There is no room to push the %s out of the way." ), critter.name() );
9190 return u.pos().xy();
9191 }
9192 } else {
9193 critter.move_to( u.pos(), false,
9194 true ); // Force the movement even though the player is there right now.
9195 add_msg( _( "You displace the %s." ), critter.name() );
9196 }
9197 } else if( !u.has_effect( effect_riding ) ) {
9198 add_msg( _( "You cannot move the %s out of the way." ), critter.name() );
9199 return u.pos().xy();
9200 }
9201 }
9202
9203 // If the player is in a vehicle, unboard them from the current part
9204 if( u.in_vehicle ) {
9205 m.unboard_vehicle( u.pos() );
9206 }
9207 // Move the player
9208 // Start with z-level, to make it less likely that old functions (2D ones) freak out
9209 if( m.has_zlevels() && dest_loc.z != get_levz() ) {
9210 vertical_shift( dest_loc.z );
9211 }
9212
9213 if( u.is_hauling() && ( !m.can_put_items( dest_loc ) ||
9214 m.has_flag( TFLAG_DEEP_WATER, dest_loc ) ||
9215 vp1 ) ) {
9216 u.stop_hauling();
9217 }
9218 u.setpos( dest_loc );
9219 if( u.is_mounted() ) {
9220 monster *mon = u.mounted_creature.get();
9221 mon->setpos( dest_loc );
9222 mon->process_triggers();
9223 m.creature_in_field( *mon );
9224 }
9225 point submap_shift = update_map( u );
9226 // Important: don't use dest_loc after this line. `update_map` may have shifted the map
9227 // and dest_loc was not adjusted and therefore is still in the un-shifted system and probably wrong.
9228 // If you must use it you can calculate the position in the new, shifted system with
9229 // adjusted_pos = ( old_pos.x - submap_shift.x * SEEX, old_pos.y - submap_shift.y * SEEY, old_pos.z )
9230
9231 //Auto pulp or butcher and Auto foraging
9232 if( get_option<bool>( "AUTO_FEATURES" ) && mostseen == 0 && !u.is_mounted() ) {
9234
9235 const std::string forage_type = get_option<std::string>( "AUTO_FORAGING" );
9236 if( forage_type != "off" ) {
9237 const auto forage = [&]( const tripoint & pos ) {
9238 const auto &xter_t = m.ter( pos ).obj().examine;
9239 const auto &xfurn_t = m.furn( pos ).obj().examine;
9240 const bool forage_everything = forage_type == "both";
9241 const bool forage_bushes = forage_everything || forage_type == "bushes";
9242 const bool forage_trees = forage_everything || forage_type == "trees";
9243 if( xter_t == &iexamine::none && xfurn_t == &iexamine::none ) {
9244 return;
9245 } else if( ( forage_bushes && xter_t == &iexamine::shrub_marloss ) ||
9246 ( forage_bushes && xter_t == &iexamine::shrub_wildveggies ) ||
9247 ( forage_bushes && xter_t == &iexamine::harvest_ter_nectar ) ||
9248 ( forage_trees && xter_t == &iexamine::tree_marloss ) ||
9249 ( forage_trees && xter_t == &iexamine::harvest_ter ) ||
9250 ( forage_trees && xter_t == &iexamine::harvest_ter_nectar )
9251 ) {
9252 xter_t( u, pos );
9253 } else if( ( forage_everything && xfurn_t == &iexamine::harvest_furn ) ||
9254 ( forage_everything && xfurn_t == &iexamine::harvest_furn_nectar )
9255 ) {
9256 xfurn_t( u, pos );
9257 }
9258 };
9259
9260 for( auto &elem : adjacentDir ) {
9261 forage( u.pos() + direction_XY( elem ) );
9262 }
9263 }
9264
9265 const std::string pulp_butcher = get_option<std::string>( "AUTO_PULP_BUTCHER" );
9266 if( pulp_butcher == "butcher" && u.max_quality( quality_id( "BUTCHER" ) ) > INT_MIN ) {
9267 std::vector<item *> corpses;
9268
9269 for( item &it : m.i_at( u.pos() ) ) {
9270 corpses.push_back( &it );
9271 }
9272
9273 if( !corpses.empty() ) {
9274 u.assign_activity( activity_id( "ACT_BUTCHER" ), 0, true );
9275 for( item *it : corpses ) {
9276 u.activity.targets.emplace_back( map_cursor( u.pos() ), it );
9277 }
9278 }
9279 } else if( pulp_butcher == "pulp" || pulp_butcher == "pulp_adjacent" ) {
9280 const auto pulp = [&]( const tripoint & pos ) {
9281 for( const auto &maybe_corpse : m.i_at( pos ) ) {
9282 if( maybe_corpse.is_corpse() && maybe_corpse.can_revive() &&
9283 !maybe_corpse.get_mtype()->bloodType().obj().has_acid ) {
9285 u.activity.placement = m.getabs( pos );
9286 u.activity.auto_resume = true;
9287 u.activity.str_values.push_back( "auto_pulp_no_acid" );
9288 return;
9289 }
9290 }
9291 };
9292
9293 if( pulp_butcher == "pulp_adjacent" ) {
9294 for( auto &elem : adjacentDir ) {
9295 pulp( u.pos() + direction_XY( elem ) );
9296 }
9297 } else {
9298 pulp( u.pos() );
9299 }
9300 }
9301 }
9302
9303 //Autopickup
9304 if( !u.is_mounted() && get_option<bool>( "AUTO_PICKUP" ) && !u.is_hauling() &&
9305 ( !get_option<bool>( "AUTO_PICKUP_SAFEMODE" ) || mostseen == 0 ) &&
9306 ( m.has_items( u.pos() ) || get_option<bool>( "AUTO_PICKUP_ADJACENT" ) ) ) {
9307 pickup::pick_up( u.pos(), -1 );
9308 }
9309
9310 // If the new tile is a boardable part, board it
9311 if( vp1.part_with_feature( "BOARDABLE", true ) && !u.is_mounted() ) {
9312 m.board_vehicle( u.pos(), &u );
9313 }
9314
9315 // Traps!
9316 // Try to detect.
9318 if( u.is_mounted() ) {
9320 } else {
9321 m.creature_on_trap( u );
9322 }
9323 // Drench the player if swimmable
9324 if( m.has_flag( "SWIMMABLE", u.pos() ) &&
9325 !( u.is_mounted() || ( u.in_vehicle && vp1->vehicle().can_float() ) ) ) {
9326 u.drench( 40, { { bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r } }, false );
9327 }
9328
9329 // List items here
9330 if( !m.has_flag( "SEALED", u.pos() ) ) {
9331 if( get_option<bool>( "NO_AUTO_PICKUP_ZONES_LIST_ITEMS" ) ||
9332 !check_zone( zone_type_id( "NO_AUTO_PICKUP" ), u.pos() ) ) {
9333 if( u.is_blind() && !m.i_at( u.pos() ).empty() ) {
9334 add_msg( _( "There's something here, but you can't see what it is." ) );
9335 } else if( m.has_items( u.pos() ) ) {
9336 std::vector<std::string> names;
9337 std::vector<size_t> counts;
9338 std::vector<item> items;
9339 for( auto &tmpitem : m.i_at( u.pos() ) ) {
9340
9341 std::string next_tname = tmpitem.tname();
9342 std::string next_dname = tmpitem.display_name();
9343 bool by_charges = tmpitem.count_by_charges();
9344 bool got_it = false;
9345 for( size_t i = 0; i < names.size(); ++i ) {
9346 if( by_charges && next_tname == names[i] ) {
9347 counts[i] += tmpitem.charges;
9348 got_it = true;
9349 break;
9350 } else if( next_dname == names[i] ) {
9351 counts[i] += 1;
9352 got_it = true;
9353 break;
9354 }
9355 }
9356 if( !got_it ) {
9357 if( by_charges ) {
9358 names.push_back( tmpitem.tname( tmpitem.charges ) );
9359 counts.push_back( tmpitem.charges );
9360 } else {
9361 names.push_back( tmpitem.display_name( 1 ) );
9362 counts.push_back( 1 );
9363 }
9364 items.push_back( tmpitem );
9365 }
9366 if( names.size() > 10 ) {
9367 break;
9368 }
9369 }
9370 for( size_t i = 0; i < names.size(); ++i ) {
9371 if( !items[i].count_by_charges() ) {
9372 names[i] = items[i].display_name( counts[i] );
9373 } else {
9374 names[i] = items[i].tname( counts[i] );
9375 }
9376 }
9377 int and_the_rest = 0;
9378 for( size_t i = 0; i < names.size(); ++i ) {
9379 //~ number of items: "<number> <item>"
9380 std::string fmt = vgettext( "%1$d %2$s", "%1$d %2$s", counts[i] );
9381 names[i] = string_format( fmt, counts[i], names[i] );
9382 // Skip the first two.
9383 if( i > 1 ) {
9384 and_the_rest += counts[i];
9385 }
9386 }
9387 if( names.size() == 1 ) {
9388 add_msg( _( "You see here %s." ), names[0] );
9389 } else if( names.size() == 2 ) {
9390 add_msg( _( "You see here %s and %s." ), names[0], names[1] );
9391 } else if( names.size() == 3 ) {
9392 add_msg( _( "You see here %s, %s, and %s." ), names[0], names[1], names[2] );
9393 } else if( and_the_rest < 7 ) {
9394 add_msg( vgettext( "You see here %s, %s and %d more item.",
9395 "You see here %s, %s and %d more items.",
9396 and_the_rest ),
9397 names[0], names[1], and_the_rest );
9398 } else {
9399 add_msg( _( "You see here %s and many more items." ), names[0] );
9400 }
9401 }
9402 }
9403 }
9404
9405 if( ( vp1.part_with_feature( "CONTROL_ANIMAL", true ) ||
9406 vp1.part_with_feature( "CONTROLS", true ) ) && u.in_vehicle && !u.is_mounted() ) {
9407 add_msg( _( "There are vehicle controls here." ) );
9408 if( !u.has_trait( trait_id( "WAYFARER" ) ) ) {
9409 add_msg( m_info, _( "%s to drive." ), press_x( ACTION_CONTROL_VEHICLE ) );
9410 }
9411 } else if( vp1.part_with_feature( "CONTROLS", true ) && u.in_vehicle &&
9412 u.is_mounted() ) {
9413 add_msg( _( "There are vehicle controls here but you cannot reach them whilst mounted." ) );
9414 }
9415 return submap_shift;
9416}
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:331
void drench(int saturation, const body_part_set &flags, bool ignore_waterproof)
Drenches the player with water, saturation is the percent gotten wet.
Definition: suffer.cpp:1817
bool is_hauling() const
Definition: character.cpp:9182
void stop_hauling()
Definition: character.cpp:9173
bodypart_id get_random_body_part(bool main=false) const
Definition: creature.cpp:1647
void vertical_shift(int z_after)
Actual z-level movement part of vertical_move.
Definition: game.cpp:10586
bool check_zone(const zone_type_id &type, const tripoint &where) const
Definition: game.cpp:6027
std::string furnname(const tripoint &p)
Definition: map.cpp:1533
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2403
bool has_graffiti_at(const tripoint &p) const
Definition: map.cpp:7972
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4890
const std::string & graffiti_at(const tripoint &p) const
Definition: map.cpp:7961
bool has_flag_ter(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2393
bool can_put_items(const tripoint &p) const
Definition: map.cpp:2379
void setpos(const tripoint &p) override
Definition: monster.cpp:234
bool move_to(const tripoint &p, bool force=false, bool step_on_critter=false, float stagger_adjustment=1.0)
Attempt to move to p.
Definition: monmove.cpp:1555
void process_triggers()
Definition: monster.cpp:1232
std::optional< std::string > get_label() const
std::vector< std::string > str_values
bool auto_resume
If true, the activity will be auto-resumed next time the player attempts an identical activity.
static const efftype_id effect_riding("riding")
static const trait_id trait_ILLITERATE("ILLITERATE")
static const efftype_id effect_bouldering("bouldering")
static const trait_id trait_PARKOUR("PARKOUR")
static const efftype_id effect_no_sight("no_sight")
static const trait_id trait_THICKSKIN("THICKSKIN")
static const efftype_id effect_onfire("onfire")
point direction_XY(const direction dir)
Definition: line.cpp:433
@ TFLAG_NO_SIGHT
Definition: mapdata.h:283
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static std::map< nameFlags, std::vector< std::string > > names
Definition: name.cpp:18
const int INDEFINITELY_LONG
A number that represents the longest possible action.
void search_surroundings(Character &who)
Search surrounding squares for traps (and maybe other things in the future).
void shrub_wildveggies(player &p, const tripoint &examp)
Definition: iexamine.cpp:3684
void shrub_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3649
void harvest_ter(player &p, const tripoint &examp)
Definition: iexamine.cpp:2121
void harvest_furn(player &p, const tripoint &examp)
Definition: iexamine.cpp:2100
void harvest_ter_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2109
void harvest_furn_nectar(player &p, const tripoint &examp)
Definition: iexamine.cpp:2091
void tree_marloss(player &p, const tripoint &examp)
Definition: iexamine.cpp:3663
string_id< zone_type > zone_type_id
Definition: type_id.h:202

References _, ACTION_CONTROL_VEHICLE, Character::activity, Creature::add_effect(), add_msg(), Character::assign_activity(), player_activity::auto_resume, map::board_vehicle(), body_part_name_accusative(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, map::can_put_items(), check_zone(), map::creature_in_field(), map::creature_on_trap(), Character::deal_damage(), Character::dex_cur, direction_XY(), Character::drench(), DT_CUT, EAST, effect_bouldering, effect_no_sight, effect_onfire, effect_ridden, effect_riding, item_stack::empty(), map_data_common_t::examine, map::furn(), map::furnname(), Character::get_armor_bash(), optional_vpart_position::get_label(), get_levz(), Creature::get_random_body_part(), map::get_signage(), map::getabs(), map::graffiti_at(), iexamine::harvest_furn(), iexamine::harvest_furn_nectar(), iexamine::harvest_ter(), iexamine::harvest_ter_nectar(), Creature::has_effect(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_graffiti_at(), map::has_items(), Character::has_trait(), map::has_zlevels(), map::i_at(), Character::in_vehicle, calendar::INDEFINITELY_LONG, Character::is_blind(), is_empty(), Character::is_hauling(), Character::is_mounted(), m, m_bad, m_info, visitable< T >::max_quality(), mostseen, Character::mounted_creature, monster::move_to(), monster::name(), Name::names, iexamine::none(), NORTH, NORTHEAST, NORTHWEST, num_bp, int_id< T >::obj(), one_in(), optional_vpart_position::part_with_feature(), pickup::pick_up(), player_activity::placement, map::points_in_radius(), Character::pos(), monster::pos(), press_x(), monster::process_triggers(), random_entry(), Creature::remove_effect(), rng(), character_funcs::search_surroundings(), Character::setpos(), monster::setpos(), iexamine::shrub_marloss(), iexamine::shrub_wildveggies(), SOUTH, SOUTHEAST, SOUTHWEST, Character::stop_hauling(), player_activity::str_values, string_format(), player_activity::targets, map::ter(), map::tername(), TFLAG_DEEP_WATER, TFLAG_NO_SIGHT, trait_ILLITERATE, trait_PARKOUR, trait_THICKSKIN, iexamine::tree_marloss(), u, map::unboard_vehicle(), update_map(), map::veh_at(), vertical_shift(), vgettext(), WEST, x_in_y(), tripoint::xy(), and tripoint::z.

Referenced by place_player_overmap(), and walk_move().

◆ place_player_overmap()

void game::place_player_overmap ( const tripoint_abs_omt om_dest)

Definition at line 9418 of file game.cpp.

9419{
9420 // if player is teleporting around, they don't bring their horse with them
9421 if( u.is_mounted() ) {
9423 u.mounted_creature->remove_effect( effect_ridden );
9424 u.mounted_creature = nullptr;
9425 }
9426 // offload the active npcs.
9427 unload_npcs();
9428 for( monster &critter : all_monsters() ) {
9429 despawn_monster( critter );
9430 }
9431 if( u.in_vehicle ) {
9432 m.unboard_vehicle( u.pos() );
9433 }
9434
9436 const int minz = m.has_zlevels() ? -OVERMAP_DEPTH : get_levz();
9437 const int maxz = m.has_zlevels() ? OVERMAP_HEIGHT : get_levz();
9438 for( int z = minz; z <= maxz; z++ ) {
9439 m.clear_vehicle_list( z );
9440 }
9442 // offset because load_map expects the coordinates of the top left corner, but the
9443 // player will be centered in the middle of the map.
9444 // TODO: fix point types
9445 const tripoint map_sm_pos(
9446 project_to<coords::sm>( om_dest ).raw() + point( -HALF_MAPSIZE, -HALF_MAPSIZE ) );
9447 const tripoint player_pos( u.pos().xy(), map_sm_pos.z );
9448 load_map( map_sm_pos );
9449 load_npcs();
9450 m.spawn_monsters( true ); // Static monsters
9452 // update weather now as it could be different on the new location
9454 place_player( player_pos );
9455}
point place_player(const tripoint &dest)
Definition: game.cpp:9095
void unload_npcs()
Unloads all NPCs.
Definition: game.cpp:869
void update_overmap_seen()
Definition: game.cpp:10764
level_cache & access_cache(int zlev)
Definition: map.cpp:8882
void clear_vehicle_list(int zlev)
Definition: map.cpp:390
void clear_vehicle_cache()
Definition: map.cpp:372
std::bitset< MAPSIZE_X *MAPSIZE_Y > map_memory_seen_cache
Definition: map.h:351

References map::access_cache(), all_monsters(), map::clear_vehicle_cache(), map::clear_vehicle_list(), despawn_monster(), effect_ridden, effect_riding, get_levz(), get_weather, HALF_MAPSIZE, map::has_zlevels(), Character::in_vehicle, Character::is_mounted(), load_map(), load_npcs(), m, level_cache::map_memory_seen_cache, Character::mounted_creature, weather_manager::nextweather, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_player(), Character::pos(), Creature::remove_effect(), map::spawn_monsters(), calendar::turn, u, map::unboard_vehicle(), unload_npcs(), update_overmap_seen(), tripoint::xy(), and tripoint::z.

◆ place_vehicle_nearby()

vehicle * game::place_vehicle_nearby ( const vproto_id id,
const point_abs_omt origin,
int  min_distance,
int  max_distance,
const std::vector< std::string > &  omt_search_types = {} 
)
private

Definition at line 765 of file game.cpp.

768{
769 std::vector<std::string> search_types = omt_search_types;
770 if( search_types.empty() ) {
771 vehicle veh( id );
772 if( veh.can_float() ) {
773 search_types.push_back( "river" );
774 search_types.push_back( "lake" );
775 } else {
776 search_types.push_back( "field" );
777 search_types.push_back( "road" );
778 }
779 }
780 for( const std::string &search_type : search_types ) {
781 omt_find_params find_params;
782 find_params.must_see = false;
783 find_params.cant_see = false;
784 find_params.types.emplace_back( search_type, ot_match_type::type );
785 // find nearest road
786 find_params.min_distance = min_distance;
787 find_params.search_range = max_distance;
788 // if player spawns underground, park their car on the surface.
789 const tripoint_abs_omt omt_origin( origin, 0 );
790 for( const tripoint_abs_omt &goal : overmap_buffer.find_all( omt_origin, find_params ) ) {
791 // try place vehicle there.
792 tinymap target_map;
793 target_map.load( project_to<coords::sm>( goal ), false );
794 const tripoint tinymap_center( SEEX, SEEY, goal.z() );
795 static constexpr std::array<units::angle, 4> angles = {{
796 0_degrees, 90_degrees, 180_degrees, 270_degrees
797 }
798 };
799 vehicle *veh = target_map.add_vehicle(
800 id, tinymap_center, random_entry( angles ), rng( 50, 80 ), 0, false );
801 if( veh ) {
802 tripoint abs_local = m.getlocal( target_map.getabs( tinymap_center ) );
803 veh->sm_pos = ms_to_sm_remain( abs_local );
804 veh->pos = abs_local.xy();
806 veh->tracking_on = true;
807 target_map.save();
808 return veh;
809 }
810 }
811 }
812 return nullptr;
813}
void save()
Add currently loaded submaps (in grid) to the mapbuffer.
Definition: map.cpp:6727
vehicle * add_vehicle(const vgroup_id &type, const tripoint &p, units::angle dir, int init_veh_fuel=-1, int init_veh_status=-1, bool merge_wrecks=true)
Definition: mapgen.cpp:5429
void add_vehicle(vehicle *veh)
Add the vehicle to be tracked in the overmap.
std::vector< tripoint_abs_omt > find_all(const tripoint_abs_omt &origin, const omt_find_params &params)
Find all places with the specific overmap terrain type.
Definition: map.h:2060
point pos
Position of the vehicle inside the submap that contains the vehicle.
Definition: vehicle.h:1941
tripoint sm_pos
Submap coordinates of the currently loaded submap (see game::m) that contains this vehicle.
Definition: vehicle.h:1926
bool tracking_on
Definition: vehicle.h:2016
point ms_to_sm_remain(int &x, int &y)
static constexpr int SEEY
Standard arguments for finding overmap terrain.
std::vector< std::pair< std::string, ot_match_type > > types

References map::add_vehicle(), overmapbuffer::add_vehicle(), vehicle::can_float(), omt_find_params::cant_see, overmapbuffer::find_all(), map::getabs(), map::getlocal(), map::load(), m, omt_find_params::min_distance, ms_to_sm_remain(), omt_find_params::must_see, overmap_buffer, vehicle::pos, random_entry(), rng(), map::save(), omt_find_params::search_range, SEEX, SEEY, vehicle::sm_pos, vehicle::tracking_on, type, omt_find_params::types, and tripoint::xy().

Referenced by start_game().

◆ pre_print_all_tile_info()

void game::pre_print_all_tile_info ( const tripoint lp,
const catacurses::window w_info,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 6569 of file game.cpp.

6572{
6573 // get global area info according to look_around caret position
6574 // TODO: fix point types
6576 lp ) ) ) );
6577 // we only need the area name and then pass it to print_all_tile_info() function below
6578 const std::string area_name = cur_ter_m->get_name();
6579 print_all_tile_info( lp, w_info, area_name, 1, first_line, last_line, cache );
6580}
void print_all_tile_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line, int last_line, const visibility_variables &cache)
Definition: game.cpp:5744
point ms_to_omt_copy(point p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493
std::string get_name() const
Definition: omdata.h:205

References oter_t::get_name(), map::getabs(), m, ms_to_omt_copy(), overmap_buffer, print_all_tile_info(), and overmapbuffer::ter().

Referenced by look_around().

◆ print_all_tile_info()

void game::print_all_tile_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line,
int  last_line,
const visibility_variables cache 
)

Definition at line 5744 of file game.cpp.

5749{
5750 visibility_type visibility = VIS_HIDDEN;
5751 const bool inbounds = m.inbounds( lp );
5752 if( inbounds ) {
5753 visibility = m.get_visibility( m.apparent_light_at( lp, cache ), cache );
5754 }
5755 const Creature *creature = critter_at( lp, true );
5756 switch( visibility ) {
5757 case VIS_CLEAR: {
5758 const optional_vpart_position vp = m.veh_at( lp );
5759 print_terrain_info( lp, w_look, area_name, column, line );
5760 print_fields_info( lp, w_look, column, line );
5761 print_trap_info( lp, w_look, column, line );
5762 print_creature_info( creature, w_look, column, line, last_line );
5763 print_vehicle_info( veh_pointer_or_null( vp ), vp ? vp->part_index() : -1, w_look, column, line,
5764 last_line );
5765 print_items_info( lp, w_look, column, line, last_line );
5766 print_graffiti_info( lp, w_look, column, line, last_line );
5767 }
5768 break;
5769 case VIS_BOOMER:
5770 case VIS_BOOMER_DARK:
5771 case VIS_DARK:
5772 case VIS_LIT:
5773 case VIS_HIDDEN:
5774 print_visibility_info( w_look, column, line, visibility );
5775
5776 if( creature != nullptr ) {
5777 std::vector<std::string> buf;
5778 if( u.sees_with_infrared( *creature ) ) {
5779 creature->describe_infrared( buf );
5780 } else if( u.sees_with_specials( *creature ) ) {
5781 creature->describe_specials( buf );
5782 }
5783 for( const std::string &s : buf ) {
5784 mvwprintw( w_look, point( 1, ++line ), s );
5785 }
5786 }
5787 break;
5788 }
5789 if( !inbounds ) {
5790 return;
5791 }
5792 auto this_sound = sounds::sound_at( lp );
5793 if( !this_sound.empty() ) {
5794 mvwprintw( w_look, point( 1, ++line ), _( "You heard %s from here." ), this_sound );
5795 } else {
5796 // Check other z-levels
5797 tripoint tmp = lp;
5798 for( tmp.z = -OVERMAP_DEPTH; tmp.z <= OVERMAP_HEIGHT; tmp.z++ ) {
5799 if( tmp.z == lp.z ) {
5800 continue;
5801 }
5802
5803 auto zlev_sound = sounds::sound_at( tmp );
5804 if( !zlev_sound.empty() ) {
5805 mvwprintw( w_look, point( 1, ++line ), tmp.z > lp.z ?
5806 _( "You heard %s from above." ) : _( "You heard %s from below." ), zlev_sound );
5807 }
5808 }
5809 }
5810}
bool sees_with_specials(const Creature &critter) const
Definition: character.cpp:6357
bool sees_with_infrared(const Creature &critter) const
Check whether the this player can see the other creature with infrared.
void print_fields_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5917
void print_terrain_info(const tripoint &lp, const catacurses::window &w_look, const std::string &area_name, int column, int &line)
Definition: game.cpp:5841
void print_graffiti_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:6011
void print_creature_info(const Creature *creature, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5955
void print_vehicle_info(const vehicle *veh, int veh_part, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5964
void print_items_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line, int last_line)
Definition: game.cpp:5973
void print_visibility_info(const catacurses::window &w_look, int column, int &line, visibility_type visibility)
Definition: game.cpp:5812
void print_trap_info(const tripoint &lp, const catacurses::window &w_look, int column, int &line)
Definition: game.cpp:5935
void line(map *m, const ter_id &type, point p1, point p2)
Definition: mapgen.cpp:6281
std::string sound_at(const tripoint &location)
Definition: sounds.cpp:605

References _, map::apparent_light_at(), creature, critter_at(), map::get_visibility(), map::inbounds(), line(), m, catacurses::mvwprintw(), OVERMAP_DEPTH, OVERMAP_HEIGHT, print_creature_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), print_vehicle_info(), print_visibility_info(), Character::sees_with_infrared(), Character::sees_with_specials(), sounds::sound_at(), u, map::veh_at(), veh_pointer_or_null(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, VIS_LIT, and tripoint::z.

Referenced by pre_print_all_tile_info().

◆ print_creature_info()

void game::print_creature_info ( const Creature creature,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5955 of file game.cpp.

5957{
5958 int vLines = last_line - line;
5959 if( creature != nullptr && ( u.sees( *creature ) || creature == &u ) ) {
5960 line = creature->print_info( w_look, ++line, vLines, column );
5961 }
5962}

References creature, line(), Character::sees(), and u.

Referenced by print_all_tile_info().

◆ print_fields_info()

void game::print_fields_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5917 of file game.cpp.

5919{
5920 const field &tmpfield = m.field_at( lp );
5921 for( auto &fld : tmpfield ) {
5922 const field_entry &cur = fld.second;
5923 if( fld.first.obj().has_fire && ( m.has_flag( TFLAG_FIRE_CONTAINER, lp ) ||
5924 m.ter( lp ) == t_pit_shallow || m.ter( lp ) == t_pit ) ) {
5925 const int max_width = getmaxx( w_look ) - column - 2;
5926 int lines = fold_and_print( w_look, point( column, ++line ), max_width, cur.color(),
5927 get_fire_fuel_string( lp ) ) - 1;
5928 line += lines;
5929 } else {
5930 mvwprintz( w_look, point( column, ++line ), cur.color(), cur.name() );
5931 }
5932 }
5933}
An active or passive effect existing on a tile.
Definition: field.h:20
nc_color color() const
Definition: field.cpp:94
std::string name() const
Definition: field.h:84
A variable sized collection of field entries on a given map square.
Definition: field.h:131
ter_id t_pit_shallow
Definition: mapdata.cpp:627
ter_id t_pit
Definition: mapdata.cpp:627

References field_entry::color(), map::field_at(), fold_and_print(), get_fire_fuel_string(), catacurses::getmaxx(), map::has_flag(), line(), m, mvwprintz(), field_entry::name(), t_pit, t_pit_shallow, map::ter(), and TFLAG_FIRE_CONTAINER.

Referenced by print_all_tile_info().

◆ print_graffiti_info()

void game::print_graffiti_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 6011 of file game.cpp.

6014{
6015 if( line > last_line ) {
6016 return;
6017 }
6018
6019 const int max_width = getmaxx( w_look ) - column - 2;
6020 if( m.has_graffiti_at( lp ) ) {
6021 fold_and_print( w_look, point( column, ++line ), max_width, c_light_gray,
6022 m.ter( lp ) == t_grave_new ? _( "Graffiti: %s" ) : _( "Inscription: %s" ),
6023 m.graffiti_at( lp ) );
6024 }
6025}
ter_id t_grave_new
Definition: mapdata.cpp:627

References _, c_light_gray, fold_and_print(), catacurses::getmaxx(), map::graffiti_at(), map::has_graffiti_at(), line(), m, t_grave_new, and map::ter().

Referenced by print_all_tile_info().

◆ print_items_info()

void game::print_items_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5973 of file game.cpp.

5977{
5978 if( !m.sees_some_items( lp, u ) ) {
5979 return;
5980 } else if( m.has_flag( "CONTAINER", lp ) && !m.could_see_items( lp, u ) ) {
5981 mvwprintw( w_look, point( column, ++line ), _( "You cannot see what is inside of it." ) );
5982 } else if( u.has_effect( effect_blind ) || u.worn_with_flag( "BLIND" ) ) {
5983 mvwprintz( w_look, point( column, ++line ), c_yellow,
5984 _( "There's something there, but you can't see what it is." ) );
5985 return;
5986 } else {
5987 std::map<std::string, int> item_names;
5988 for( auto &item : m.i_at( lp ) ) {
5989 ++item_names[item.tname()];
5990 }
5991
5992 const int max_width = getmaxx( w_look ) - column - 1;
5993 for( auto it = item_names.begin(); it != item_names.end(); ++it ) {
5994 // last line but not last item
5995 if( line + 1 >= last_line && std::next( it ) != item_names.end() ) {
5996 mvwprintz( w_look, point( column, ++line ), c_yellow, _( "More items here…" ) );
5997 break;
5998 }
5999
6000 if( it->second > 1 ) {
6001 trim_and_print( w_look, point( column, ++line ), max_width, c_white,
6002 pgettext( "%s is the name of the item. %d is the quantity of that item.", "%s [%d]" ),
6003 it->first.c_str(), it->second );
6004 } else {
6005 trim_and_print( w_look, point( column, ++line ), max_width, c_white, it->first );
6006 }
6007 }
6008 }
6009}
bool could_see_items(const tripoint &p, const Creature &who) const
Check if the creature could see items at p if there were any items.
Definition: map.cpp:4866
static const efftype_id effect_blind("blind")

References _, c_white, c_yellow, map::could_see_items(), effect_blind, catacurses::getmaxx(), Creature::has_effect(), map::has_flag(), map::i_at(), line(), m, catacurses::mvwprintw(), mvwprintz(), pgettext(), map::sees_some_items(), item::tname(), trim_and_print(), u, and Character::worn_with_flag().

Referenced by print_all_tile_info().

◆ print_terrain_info()

void game::print_terrain_info ( const tripoint lp,
const catacurses::window w_look,
const std::string &  area_name,
int  column,
int &  line 
)
private

Definition at line 5841 of file game.cpp.

5844{
5845 const int max_width = getmaxx( w_look ) - column - 1;
5846 int lines;
5847
5848 const auto fmt_tile_info = []( const tripoint & lp ) {
5849 map &here = get_map();
5850 std::string ret;
5851 if( debug_mode ) {
5852 ret += lp.to_string();
5853 ret += "\n";
5854 }
5855 ret += here.tername( lp );
5857 ret += colorize( string_format( " [%s]", here.ter( lp )->id ), c_light_blue );
5858 }
5859 if( here.has_furn( lp ) ) {
5860 ret += string_format( "; %s", here.furnname( lp ) );
5862 ret += colorize( string_format( " [%s]", here.furn( lp )->id ), c_light_blue );
5863 }
5864 }
5865 return ret;
5866 };
5867
5868 std::string tile = string_format( "(%s) %s", area_name, fmt_tile_info( lp ) );
5869
5870 if( m.impassable( lp ) ) {
5871 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5872 _( "%s; Impassable" ),
5873 tile );
5874 } else {
5875 lines = fold_and_print( w_look, point( column, line ), max_width, c_light_gray,
5876 _( "%s; Movement cost %d" ),
5877 tile, m.move_cost( lp ) * 50 );
5878
5879 const auto ll = get_light_level( std::max( 1.0,
5880 LIGHT_AMBIENT_LIT - m.ambient_light_at( lp ) + 1.0 ) );
5881 mvwprintw( w_look, point( column, ++lines ), _( "Lighting: " ) );
5882 wprintz( w_look, ll.second, ll.first );
5883 }
5884
5885 std::string signage = m.get_signage( lp );
5886 if( !signage.empty() ) {
5887 trim_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5888 // NOLINTNEXTLINE(cata-text-style): the question mark does not end a sentence
5889 u.has_trait( trait_ILLITERATE ) ? _( "Sign: ???" ) : _( "Sign: %s" ), signage );
5890 }
5891
5892 if( m.has_zlevels() && lp.z > -OVERMAP_DEPTH && !m.has_floor( lp ) ) {
5893 // Print info about stuff below
5894 tripoint below( lp.xy(), lp.z - 1 );
5895 std::string tile_below = fmt_tile_info( below );
5896
5897 if( !m.has_floor_or_support( lp ) ) {
5898 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5899 _( "Below: %s; No support" ),
5900 tile_below );
5901 } else {
5902 fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5903 _( "Below: %s; Walkable" ),
5904 tile_below );
5905 }
5906 }
5907
5908 int map_features = fold_and_print( w_look, point( column, ++lines ), max_width, c_dark_gray,
5909 m.features( lp ) );
5910 fold_and_print( w_look, point( column, ++lines ), max_width, c_light_gray, _( "Coverage: %d%%" ),
5911 m.coverage( lp ) );
5912 if( line < lines ) {
5913 line = lines + map_features - 1;
5914 }
5915}
bool has_floor_or_support(const tripoint &p) const
Definition: map.cpp:2120
float ambient_light_at(const tripoint &p) const
Definition: lightmap.cpp:681
std::string features(const tripoint &p)
Definition: map.cpp:1778
int coverage(const tripoint &p) const
Returns coverage value of the tile.
Definition: map.cpp:6376
int move_cost(const tripoint &p, const vehicle *ignored_vehicle=nullptr) const
Calculate the cost to move past the tile at p.
Definition: map.cpp:1844
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
std::pair< std::string, nc_color > get_light_level(const float light)
Definition: output.cpp:1621
furn_str_id id
Definition: mapdata.h:500
ter_str_id id
Definition: mapdata.h:465

References _, map::ambient_light_at(), c_dark_gray, c_light_blue, c_light_gray, colorize(), map::coverage(), debug_mode, display_object_ids, map::features(), fold_and_print(), map::furn(), map::furnname(), get_light_level(), get_map, map::get_signage(), catacurses::getmaxx(), map::has_floor(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), ter_t::id, furn_t::id, map::impassable(), LIGHT_AMBIENT_LIT, line(), m, map::move_cost(), catacurses::mvwprintw(), OVERMAP_DEPTH, cata::hash64_detail::ret, string_format(), map::ter(), map::tername(), tripoint::to_string(), trait_ILLITERATE, trim_and_print(), u, wprintz(), tripoint::xy(), and tripoint::z.

Referenced by print_all_tile_info().

◆ print_trap_info()

void game::print_trap_info ( const tripoint lp,
const catacurses::window w_look,
int  column,
int &  line 
)
private

Definition at line 5935 of file game.cpp.

5938{
5939 const trap &tr = m.tr_at( lp );
5940 if( tr.can_see( lp, u ) ) {
5941 partial_con *pc = m.partial_con_at( lp );
5942 std::string tr_name;
5943 if( pc && tr.loadid == tr_unfinished_construction ) {
5944 const construction &built = pc->id.obj();
5945 tr_name = string_format( _( "Unfinished task: %s, %d%% complete" ), built.group->name(),
5946 pc->counter / 100000 );
5947 } else {
5948 tr_name = tr.name();
5949 }
5950
5951 mvwprintz( w_look, point( column, ++line ), tr.color, tr_name );
5952 }
5953}
partial_con * partial_con_at(const tripoint &p)
Definition: map.cpp:5273
static const trap_str_id tr_unfinished_construction("tr_unfinished_construction")
std::string name() const
construction_group_str_id group
Definition: construction.h:50
construction_id id
nc_color color
Definition: trap.h:93

References _, trap::can_see(), trap::color, partial_con::counter, construction::group, partial_con::id, line(), trap::loadid, m, mvwprintz(), construction_group::name(), trap::name(), int_id< T >::obj(), map::partial_con_at(), string_format(), map::tr_at(), tr_unfinished_construction, and u.

Referenced by print_all_tile_info().

◆ print_vehicle_info()

void game::print_vehicle_info ( const vehicle veh,
int  veh_part,
const catacurses::window w_look,
int  column,
int &  line,
int  last_line 
)
private

Definition at line 5964 of file game.cpp.

5966{
5967 if( veh ) {
5968 mvwprintw( w_look, point( column, ++line ), _( "There is a %s there. Parts:" ), veh->name );
5969 line = veh->print_part_list( w_look, ++line, last_line, getmaxx( w_look ), veh_part );
5970 }
5971}
int print_part_list(const catacurses::window &win, int y1, int max_y, int width, int p, int hl=-1, bool detail=false) const
Prints a list of all parts to the screen inside of a boxed window, possibly highlighting a selected o...

References _, catacurses::getmaxx(), line(), catacurses::mvwprintw(), vehicle::name, and vehicle::print_part_list().

Referenced by print_all_tile_info().

◆ print_visibility_info()

void game::print_visibility_info ( const catacurses::window w_look,
int  column,
int &  line,
visibility_type  visibility 
)
private

Definition at line 5812 of file game.cpp.

5814{
5815 const char *visibility_message = nullptr;
5816 switch( visibility ) {
5817 case VIS_CLEAR:
5818 visibility_message = _( "Clearly visible." );
5819 break;
5820 case VIS_BOOMER:
5821 visibility_message = _( "A bright pink blur." );
5822 break;
5823 case VIS_BOOMER_DARK:
5824 visibility_message = _( "A pink blur." );
5825 break;
5826 case VIS_DARK:
5827 visibility_message = _( "Darkness." );
5828 break;
5829 case VIS_LIT:
5830 visibility_message = _( "Bright light." );
5831 break;
5832 case VIS_HIDDEN:
5833 visibility_message = _( "Unseen." );
5834 break;
5835 }
5836
5837 mvwprintw( w_look, point( line, column ), visibility_message );
5838 line += 2;
5839}

References _, line(), catacurses::mvwprintw(), VIS_BOOMER, VIS_BOOMER_DARK, VIS_CLEAR, VIS_DARK, VIS_HIDDEN, and VIS_LIT.

Referenced by print_all_tile_info().

◆ process_activity()

void game::process_activity ( )
private

Definition at line 1652 of file game.cpp.

1653{
1654 if( !u.activity ) {
1655 return;
1656 }
1657
1658 while( u.moves > 0 && u.activity ) {
1659 u.activity.do_turn( u );
1660 }
1661}
void do_turn(player &p)
Performs the activity for a single turn.

References Character::activity, player_activity::do_turn(), Creature::moves, and u.

Referenced by do_turn().

◆ process_artifact()

void game::process_artifact ( item it,
player p 
)

Definition at line 11351 of file game.cpp.

11352{
11353 const bool worn = p.is_worn( it );
11354 const bool wielded = ( &it == &p.primary_weapon() );
11355 std::vector<art_effect_passive> effects = it.type->artifact->effects_carried;
11356 if( worn ) {
11357 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_worn;
11358 effects.insert( effects.end(), ew.begin(), ew.end() );
11359 }
11360 if( wielded ) {
11361 const std::vector<art_effect_passive> &ew = it.type->artifact->effects_wielded;
11362 effects.insert( effects.end(), ew.begin(), ew.end() );
11363 }
11364
11365 if( it.is_tool() ) {
11366 // Recharge it if necessary
11367 if( it.ammo_remaining() < it.ammo_capacity() && calendar::once_every( 1_minutes ) ) {
11368 //Before incrementing charge, check that any extra requirements are met
11369 if( check_art_charge_req( it ) ) {
11370 switch( it.type->artifact->charge_type ) {
11371 case ARTC_NULL:
11372 case NUM_ARTCS:
11373 break; // dummy entries
11374 case ARTC_TIME:
11375 // Once per hour
11376 if( calendar::once_every( 1_hours ) ) {
11377 it.charges++;
11378 }
11379 break;
11380 case ARTC_SOLAR:
11381 if( calendar::once_every( 10_minutes ) &&
11382 is_in_sunlight( p.pos() ) ) {
11383 it.charges++;
11384 }
11385 break;
11386 // Artifacts can inflict pain even on Deadened folks.
11387 // Some weird Lovecraftian thing. ;P
11388 // (So DON'T route them through mod_pain!)
11389 case ARTC_PAIN:
11390 if( calendar::once_every( 1_minutes ) ) {
11391 add_msg( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
11392 p.mod_pain_noresist( 3 * rng( 1, 3 ) );
11393 it.charges++;
11394 }
11395 break;
11396 case ARTC_HP:
11397 if( calendar::once_every( 1_minutes ) ) {
11398 add_msg( m_bad, _( "You feel your body decaying." ) );
11399 p.hurtall( 1, nullptr );
11400 it.charges++;
11401 }
11402 break;
11403 case ARTC_FATIGUE:
11404 if( calendar::once_every( 1_minutes ) ) {
11405 add_msg( m_bad, _( "You feel fatigue seeping into your body." ) );
11406 u.mod_fatigue( 3 * rng( 1, 3 ) );
11407 u.mod_stamina( -90 * rng( 1, 3 ) * rng( 1, 3 ) * rng( 2, 3 ) );
11408 it.charges++;
11409 }
11410 break;
11411 // Portals are energetic enough to charge the item.
11412 // Tears in reality are consumed too, but can't charge it.
11413 case ARTC_PORTAL:
11414 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11415 m.remove_field( dest, fd_fatigue );
11416 if( m.tr_at( dest ).loadid == tr_portal ) {
11417 add_msg( m_good, _( "The portal collapses!" ) );
11418 m.remove_trap( dest );
11419 it.charges++;
11420 break;
11421 }
11422 }
11423 break;
11424 }
11425 }
11426 }
11427 }
11428
11429 for( const art_effect_passive &i : effects ) {
11430 switch( i ) {
11431 case AEP_STR_UP:
11432 p.mod_str_bonus( +4 );
11433 break;
11434 case AEP_DEX_UP:
11435 p.mod_dex_bonus( +4 );
11436 break;
11437 case AEP_PER_UP:
11438 p.mod_per_bonus( +4 );
11439 break;
11440 case AEP_INT_UP:
11441 p.mod_int_bonus( +4 );
11442 break;
11443 case AEP_ALL_UP:
11444 p.mod_str_bonus( +2 );
11445 p.mod_dex_bonus( +2 );
11446 p.mod_per_bonus( +2 );
11447 p.mod_int_bonus( +2 );
11448 break;
11449 case AEP_SPEED_UP:
11450 // Handled in player::current_speed()
11451 break;
11452
11453 case AEP_PBLUE:
11454 if( p.get_rad() > 0 ) {
11455 p.mod_rad( -1 );
11456 }
11457 break;
11458
11459 case AEP_SMOKE:
11460 if( one_in( 10 ) ) {
11461 tripoint pt( p.posx() + rng( -1, 1 ),
11462 p.posy() + rng( -1, 1 ),
11463 p.posz() );
11464 m.add_field( pt, fd_smoke, rng( 1, 3 ) );
11465 }
11466 break;
11467
11468 case AEP_SNAKES:
11469 break; // Handled in player::hit()
11470
11471 case AEP_EXTINGUISH:
11472 for( const tripoint &dest : m.points_in_radius( p.pos(), 1 ) ) {
11473 m.mod_field_age( dest, fd_fire, -1_turns );
11474 }
11475 break;
11476
11477 case AEP_FUN:
11478 //Bonus fluctuates, wavering between 0 and 30-ish - usually around 12
11479 p.add_morale( MORALE_FEELING_GOOD, rng( 1, 2 ) * rng( 2, 3 ), 0, 3_turns, 0_turns, false );
11480 break;
11481
11482 case AEP_HUNGER:
11483 if( one_in( 100 ) ) {
11484 p.mod_stored_kcal( -10 );
11485 }
11486 break;
11487
11488 case AEP_THIRST:
11489 if( one_in( 120 ) ) {
11490 p.mod_thirst( 1 );
11491 }
11492 break;
11493
11494 case AEP_EVIL:
11495 if( one_in( 150 ) ) { // Once every 15 minutes, on average
11496 p.add_effect( effect_evil, 30_minutes );
11497 if( it.is_armor() ) {
11498 if( !worn ) {
11499 add_msg( _( "You have an urge to wear the %s." ),
11500 it.tname() );
11501 }
11502 } else if( !wielded ) {
11503 add_msg( _( "You have an urge to wield the %s." ),
11504 it.tname() );
11505 }
11506 }
11507 break;
11508
11509 case AEP_SCHIZO:
11510 break; // Handled in player::suffer()
11511
11512 case AEP_RADIOACTIVE:
11513 if( one_in( 4 ) ) {
11514 p.irradiate( 1.0f );
11515 }
11516 break;
11517
11518 case AEP_STR_DOWN:
11519 p.mod_str_bonus( -3 );
11520 break;
11521
11522 case AEP_DEX_DOWN:
11523 p.mod_dex_bonus( -3 );
11524 break;
11525
11526 case AEP_PER_DOWN:
11527 p.mod_per_bonus( -3 );
11528 break;
11529
11530 case AEP_INT_DOWN:
11531 p.mod_int_bonus( -3 );
11532 break;
11533
11534 case AEP_ALL_DOWN:
11535 p.mod_str_bonus( -2 );
11536 p.mod_dex_bonus( -2 );
11537 p.mod_per_bonus( -2 );
11538 p.mod_int_bonus( -2 );
11539 break;
11540
11541 case AEP_SPEED_DOWN:
11542 break; // Handled in player::current_speed()
11543
11544 default:
11545 //Suppress warnings
11546 break;
11547 }
11548 }
11549 // Recalculate, as it might have changed (by mod_*_bonus above)
11550 p.str_cur = p.get_str();
11551 p.int_cur = p.get_int();
11552 p.dex_cur = p.get_dex();
11553 p.per_cur = p.get_per();
11554}
@ ARTC_PORTAL
Definition: artifact.h:69
@ ARTC_FATIGUE
Definition: artifact.h:68
@ ARTC_NULL
Definition: artifact.h:63
@ ARTC_SOLAR
Definition: artifact.h:65
@ NUM_ARTCS
Definition: artifact.h:70
@ ARTC_HP
Definition: artifact.h:67
@ ARTC_TIME
Definition: artifact.h:64
@ ARTC_PAIN
Definition: artifact.h:66
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4208
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4203
int str_cur
Definition: character.h:264
void mod_rad(int mod)
Definition: character.cpp:7078
virtual int get_dex() const
Definition: character.cpp:4092
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4323
bool is_worn(const item &thing) const
Definition: character.h:1099
virtual int get_int() const
Definition: character.cpp:4100
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4454
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4198
int int_cur
Definition: character.h:266
int get_rad() const
Definition: character.cpp:7068
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9089
virtual int get_per() const
Definition: character.cpp:4096
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8659
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1594
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4213
virtual void mod_pain_noresist(int npain)
Definition: creature.cpp:1373
bool is_in_sunlight(const tripoint &p)
Returns true if p is outdoors and it is sunny.
Definition: game.cpp:4837
bool is_tool() const
Definition: item.cpp:6983
int charges
Definition: item.h:2199
bool is_armor() const
Definition: item.cpp:6729
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5528
time_duration mod_field_age(const tripoint &p, const field_type_id &type, const time_duration &offset)
Increment/decrement age of field entry at point.
Definition: map.cpp:5448
void remove_trap(const tripoint &p)
Definition: map.cpp:5393
art_effect_passive
Definition: enums.h:99
@ AEP_EXTINGUISH
Definition: enums.h:114
field_type_id fd_smoke
Definition: field_type.cpp:346
field_type_id fd_fatigue
Definition: field_type.cpp:354
static const efftype_id effect_evil("evil")
static const trap_str_id tr_portal("tr_portal")
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")

References _, Creature::add_effect(), map::add_field(), Character::add_morale(), add_msg(), AEP_ALL_DOWN, AEP_ALL_UP, AEP_DEX_DOWN, AEP_DEX_UP, AEP_EVIL, AEP_EXTINGUISH, AEP_FUN, AEP_HUNGER, AEP_INT_DOWN, AEP_INT_UP, AEP_PBLUE, AEP_PER_DOWN, AEP_PER_UP, AEP_RADIOACTIVE, AEP_SCHIZO, AEP_SMOKE, AEP_SNAKES, AEP_SPEED_DOWN, AEP_SPEED_UP, AEP_STR_DOWN, AEP_STR_UP, AEP_THIRST, item::ammo_capacity(), item::ammo_remaining(), ARTC_FATIGUE, ARTC_HP, ARTC_NULL, ARTC_PAIN, ARTC_PORTAL, ARTC_SOLAR, ARTC_TIME, itype::artifact, item::charges, check_art_charge_req(), Character::dex_cur, effect_evil, fd_fatigue, fd_fire, fd_smoke, Character::get_dex(), Character::get_int(), Character::get_per(), Character::get_rad(), Character::get_str(), Character::hurtall(), Character::int_cur, Character::irradiate(), item::is_armor(), is_in_sunlight(), item::is_tool(), Character::is_worn(), trap::loadid, m, m_bad, m_good, Character::mod_dex_bonus(), Character::mod_fatigue(), map::mod_field_age(), Character::mod_int_bonus(), Creature::mod_pain_noresist(), Character::mod_per_bonus(), Character::mod_rad(), Character::mod_stamina(), Character::mod_stored_kcal(), Character::mod_str_bonus(), Character::mod_thirst(), MORALE_FEELING_GOOD, NUM_ARTCS, calendar::once_every(), one_in(), Character::per_cur, map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::primary_weapon(), map::remove_field(), map::remove_trap(), rng(), Character::str_cur, item::tname(), map::tr_at(), tr_portal, item::type, and u.

◆ process_voluntary_act_interrupt()

void game::process_voluntary_act_interrupt ( )
private

Definition at line 1612 of file game.cpp.

1613{
1614 if( u.has_effect( effect_sleep ) ) {
1615 // Can't interrupt
1616 return;
1617 }
1618
1619 bool has_activity = u.activity && u.activity.moves_left > 0;
1620 bool is_travelling = u.has_destination() && !u.omt_path.empty();
1621
1622 if( !has_activity && !is_travelling ) {
1623 // Nohing to interrupt
1624 return;
1625 }
1626
1627 // Key poll may be quite expensive, so limit it to 10 times per second.
1628 static auto last_poll = std::chrono::steady_clock::now();
1629 auto now = std::chrono::steady_clock::now();
1630 int64_t difference = std::chrono::duration_cast<std::chrono::milliseconds>
1631 ( now - last_poll ).count();
1632
1633 if( difference > 100 ) {
1635 last_poll = now;
1636 }
1637
1638 // If player is performing a task and a monster is dangerously close, warn them
1639 // regardless of previous safemode warnings.
1640 // Distraction Manager can change this.
1641 if( ( has_activity || is_travelling ) && !u.has_activity( activity_id( "ACT_AIM" ) ) &&
1643 Creature *hostile_critter = is_hostile_very_close();
1644 if( hostile_critter != nullptr ) {
1646 string_format( _( "The %s is dangerously close!" ),
1647 hostile_critter->get_name() ) );
1648 }
1649 }
1650}
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9220
virtual std::string get_name() const =0
void handle_key_blocking_activity()
Definition: game.cpp:1973
int moves_left
The number of moves remaining in this activity before it is complete.

References _, Character::activity, cancel_activity_or_ignore_query(), effect_sleep, Creature::get_name(), handle_key_blocking_activity(), Character::has_activity(), Character::has_destination(), Creature::has_effect(), hostile_spotted_near, player_activity::is_distraction_ignored(), is_hostile_very_close(), player_activity::moves_left, Character::omt_path, string_format(), and u.

Referenced by do_turn().

◆ prompt_dangerous_tile()

bool game::prompt_dangerous_tile ( const tripoint dest_loc) const

Definition at line 8707 of file game.cpp.

8708{
8709 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8710
8711 if( !harmful_stuff.empty() &&
8712 !query_yn( _( "Really step into %s?" ), enumerate_as_string( harmful_stuff ) ) ) {
8713 return false;
8714 }
8715 if( !harmful_stuff.empty() && u.is_mounted() &&
8716 m.tr_at( dest_loc ).loadid == tr_ledge ) {
8717 add_msg( m_warning, _( "Your %s refuses to move over that ledge!" ),
8718 u.mounted_creature->get_name() );
8719 return false;
8720 }
8721 return true;
8722}

References _, add_msg(), enumerate_as_string(), get_dangerous_tile(), Character::is_mounted(), trap::loadid, m, m_warning, Character::mounted_creature, query_yn(), map::tr_at(), tr_ledge, and u.

Referenced by npc_menu(), and walk_move().

◆ quickload()

void game::quickload ( )
private

Definition at line 11319 of file game.cpp.

11320{
11321 const WORLDPTR active_world = world_generator->active_world;
11322 if( active_world == nullptr ) {
11323 return;
11324 }
11325
11326 if( active_world->save_exists( save_t::from_save_id( u.get_save_id() ) ) ) {
11327 if( moves_since_last_save != 0 ) { // See if we need to reload anything
11328 MAPBUFFER.clear();
11330 try {
11331 setup();
11332 } catch( const std::exception &err ) {
11333 debugmsg( "Error: %s", err.what() );
11334 }
11336 }
11337 } else {
11338 popup_getkey( _( "No saves for current character yet." ) );
11339 }
11340}
bool load(const std::string &world)
Attempt to load first valid save (if any) in world.
Definition: game.cpp:2516
void setup()
Definition: game.cpp:477
static save_t from_save_id(const std::string &save_id)
int popup_getkey(const char *const mes, Args &&... args)
Definition: output.h:457
bool save_exists(const save_t &name) const

References _, mapbuffer::clear(), overmapbuffer::clear(), debugmsg, save_t::from_save_id(), avatar::get_save_id(), load(), MAPBUFFER, moves_since_last_save, overmap_buffer, popup_getkey(), WORLD::save_exists(), setup(), u, and world_generator.

Referenced by handle_action().

◆ quicksave()

void game::quicksave ( )

Definition at line 11297 of file game.cpp.

11298{
11299 //Don't autosave if the player hasn't done anything since the last autosave/quicksave,
11300 if( !moves_since_last_save ) {
11301 return;
11302 }
11303 add_msg( m_info, _( "Saving game, this may take a while" ) );
11304
11306 popup.message( "%s", _( "Saving game, this may take a while" ) );
11309
11310 time_t now = time( nullptr ); //timestamp for start of saving procedure
11311
11312 //perform save
11313 save();
11314 //Now reset counters for autosaving, so we don't immediately autosave after a quicksave or autosave.
11316 last_save_timestamp = now;
11317}

References _, add_msg(), last_save_timestamp, m_info, moves_since_last_save, popup(), ui_manager::redraw(), refresh_display(), save(), and time.

Referenced by autosave(), and handle_action().

◆ reenter_fullscreen()

void game::reenter_fullscreen ( )

Definition at line 465 of file game.cpp.

466{
467 if( was_fullscreen ) {
468 if( !fullscreen ) {
470 }
471 }
472}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ reload_npcs()

void game::reload_npcs ( )

Unloads, then loads the NPCs.

Definition at line 878 of file game.cpp.

879{
880 // TODO: Make it not invoke the "on_unload" command for the NPCs that will be loaded anyway
881 // and not invoke "on_load" for those NPCs that avoided unloading this way.
882 unload_npcs();
883 load_npcs();
884}

References load_npcs(), and unload_npcs().

Referenced by load(), overmap_npc_move(), vertical_move(), and vertical_shift().

◆ reload_tileset()

void game::reload_tileset ( std::function< void(std::string)>  out)

Definition at line 429 of file game.cpp.

430{
431#if defined(TILES)
432 // Disable UIs below to avoid accessing the tile context during loading.
434 try {
435 tilecontext->reinit();
436 std::vector<mod_id> dummy;
437 tilecontext->load_tileset(
438 get_option<std::string>( "TILES" ),
439 world_generator->active_world ? world_generator->active_world->active_mod_order : dummy,
440 /*precheck=*/false,
441 /*force=*/true,
442 /*pump_events=*/true
443 );
444 tilecontext->do_tile_loading_report( out );
445 } catch( const std::exception &err ) {
446 popup( _( "Loading the tileset failed: %s" ), err.what() );
447 }
448 g->reset_zoom();
449 g->mark_main_ui_adaptor_resize();
450#endif // TILES
451}

References _, g, popup(), and world_generator.

Referenced by handle_action().

◆ remoteveh()

vehicle * game::remoteveh ( )

Returns the current remotely controlled vehicle.

Definition at line 2250 of file game.cpp.

2251{
2253 return remoteveh_cache;
2254 }
2256 std::stringstream remote_veh_string( u.get_value( "remote_controlling_vehicle" ) );
2257 if( remote_veh_string.str().empty() ||
2259 remoteveh_cache = nullptr;
2260 } else {
2261 tripoint vp;
2262 remote_veh_string >> vp.x >> vp.y >> vp.z;
2263 vehicle *veh = veh_pointer_or_null( m.veh_at( vp ) );
2264 if( veh && veh->fuel_left( itype_battery, true ) > 0 ) {
2265 remoteveh_cache = veh;
2266 } else {
2267 remoteveh_cache = nullptr;
2268 }
2269 }
2270 return remoteveh_cache;
2271}
vehicle * remoteveh_cache
Definition: game.h:1044
int fuel_left(const itype_id &ftype, bool recurse=false) const
Definition: vehicle.cpp:3360
static const bionic_id bio_remote("bio_remote")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const itype_id itype_battery("battery")

References bio_remote, vehicle::fuel_left(), Creature::get_value(), Character::has_active_bionic(), Character::has_active_item(), itype_battery, itype_remotevehcontrol, m, remoteveh_cache, remoteveh_cache_time, calendar::turn, u, map::veh_at(), veh_pointer_or_null(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by control_vehicle(), and handle_action().

◆ remove_npc_follower()

void game::remove_npc_follower ( const character_id id)

Remove follower id from follower set.

Definition at line 1882 of file game.cpp.

1883{
1884 follower_ids.erase( id );
1885 u.follower_ids.erase( id );
1886}

References follower_ids, player::follower_ids, and u.

Referenced by cleanup_dead().

◆ remove_zombie()

void game::remove_zombie ( const monster critter)

Definition at line 4717 of file game.cpp.

4718{
4719 critter_tracker->remove( critter );
4720}

References critter_tracker.

Referenced by despawn_monster(), disable_robot(), start_game(), and vertical_move().

◆ replace_stair_monsters()

void game::replace_stair_monsters ( )
private

Definition at line 10803 of file game.cpp.

10804{
10805 for( auto &elem : coming_to_stairs ) {
10806 elem.staircount = 0;
10807 const tripoint pnt( elem.pos().xy(), get_levz() );
10808 place_critter_around( make_shared_fast<monster>( elem ), pnt, 10 );
10809 }
10810
10811 coming_to_stairs.clear();
10812}
std::vector< monster > coming_to_stairs
Definition: game.h:982

References coming_to_stairs, get_levz(), and place_critter_around().

◆ reset_item_list_state()

void game::reset_item_list_state ( const catacurses::window window,
int  height,
bool  bRadiusSort 
)
private

Definition at line 7166 of file game.cpp.

7168{
7169 const int width = getmaxx( window );
7170 for( int i = 1; i < TERMX; i++ ) {
7171 if( i < width ) {
7172 mvwputch( window, point( i, 0 ), c_light_gray, LINE_OXOX ); // -
7173 mvwputch( window, point( i, TERMY - height - 1 ), c_light_gray,
7174 LINE_OXOX ); // -
7175 }
7176
7177 if( i < TERMY - height ) {
7178 mvwputch( window, point( 0, i ), c_light_gray, LINE_XOXO ); // |
7179 mvwputch( window, point( width - 1, i ), c_light_gray, LINE_XOXO ); // |
7180 }
7181 }
7182
7183 mvwputch( window, point_zero, c_light_gray, LINE_OXXO ); // |^
7184 mvwputch( window, point( width - 1, 0 ), c_light_gray, LINE_OOXX ); // ^|
7185
7186 mvwputch( window, point( 0, TERMY - height - 1 ), c_light_gray,
7187 LINE_XXXO ); // |-
7188 mvwputch( window, point( width - 1, TERMY - height - 1 ), c_light_gray,
7189 LINE_XOXX ); // -|
7190
7191 mvwprintz( window, point( 2, 0 ), c_light_green, "<Tab> " );
7192 wprintz( window, c_white, _( "Items" ) );
7193
7194 std::string sSort;
7195 if( bRadiusSort ) {
7196 //~ Sort type: distance.
7197 sSort = _( "<s>ort: dist" );
7198 } else {
7199 //~ Sort type: category.
7200 sSort = _( "<s>ort: cat" );
7201 }
7202
7203 int letters = utf8_width( sSort );
7204
7205 shortcut_print( window, point( getmaxx( window ) - letters, 0 ), c_white, c_light_green, sSort );
7206
7207 std::vector<std::string> tokens;
7208 if( !sFilter.empty() ) {
7209 tokens.emplace_back( _( "<R>eset" ) );
7210 }
7211
7212 tokens.emplace_back( _( "<E>xamine" ) );
7213 tokens.emplace_back( _( "<C>ompare" ) );
7214 tokens.emplace_back( _( "<F>ilter" ) );
7215 tokens.emplace_back( _( "<+/->Priority" ) );
7216
7217 int gaps = tokens.size() + 1;
7218 letters = 0;
7219 int n = tokens.size();
7220 for( int i = 0; i < n; i++ ) {
7221 letters += utf8_width( tokens[i] ) - 2; //length ignores < >
7222 }
7223
7224 int usedwidth = letters;
7225 const int gap_spaces = ( width - usedwidth ) / gaps;
7226 usedwidth += gap_spaces * gaps;
7227 point pos( gap_spaces + ( width - usedwidth ) / 2, TERMY - height - 1 );
7228
7229 for( int i = 0; i < n; i++ ) {
7230 pos.x += shortcut_print( window, pos, c_white, c_light_green,
7231 tokens[i] ) + gap_spaces;
7232 }
7233}
#define LINE_OOXX
Definition: output.h:43
#define LINE_OXXO
Definition: output.h:42

References _, c_light_gray, c_light_green, c_white, catacurses::getmaxx(), LINE_OOXX, LINE_OXOX, LINE_OXXO, LINE_XOXO, LINE_XOXX, LINE_XXXO, mvwprintz(), mvwputch(), point_zero, sFilter, shortcut_print(), TERMX, TERMY, utf8_width(), wprintz(), and point::x.

Referenced by list_items().

◆ reset_light_level()

void game::reset_light_level ( )

Definition at line 3556 of file game.cpp.

3557{
3558 for( float &lev : latest_lightlevels ) {
3559 lev = -std::numeric_limits<float>::max();
3560 }
3561}

References latest_lightlevels.

Referenced by do_turn(), and game().

◆ reset_npc_dispositions()

void game::reset_npc_dispositions ( )
private

Definition at line 2628 of file game.cpp.

2629{
2630 for( auto elem : follower_ids ) {
2631 shared_ptr_fast<npc> npc_to_get = overmap_buffer.find_npc( elem );
2632 if( !npc_to_get ) {
2633 continue;
2634 }
2635 npc *npc_to_add = npc_to_get.get();
2636 npc_to_add->chatbin.missions.clear();
2637 npc_to_add->chatbin.missions_assigned.clear();
2638 npc_to_add->mission = NPC_MISSION_NULL;
2639 npc_to_add->chatbin.mission_selected = nullptr;
2640 npc_to_add->set_attitude( NPCATT_NULL );
2641 npc_to_add->op_of_u.anger = 0;
2642 npc_to_add->op_of_u.fear = 0;
2643 npc_to_add->op_of_u.trust = 0;
2644 npc_to_add->op_of_u.value = 0;
2645 npc_to_add->op_of_u.owed = 0;
2646 npc_to_add->set_fac( faction_id( "no_faction" ) );
2648 npc_to_add->global_omt_location(),
2649 npc_to_add->getID() ) );
2650
2651 }
2652
2653}
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3171
npc_chatbin chatbin
Definition: npc.h:1294
void add_new_mission(mission *miss)
See npc_chatbin::add_new_mission.
Definition: npc.cpp:2662
npc_opinion op_of_u
Definition: npc.h:1293
void set_fac(const faction_id &id)
Definition: npc.cpp:478
std::vector< mission * > missions_assigned
Mission that have been assigned by this NPC to a player character.
Definition: npc.h:715
mission * mission_selected
The mission (if any) that we talk about right now.
Definition: npc.h:720
std::vector< mission * > missions
Missions that the NPC can give out.
Definition: npc.h:711
int value
Definition: npc.h:205
int trust
Definition: npc.h:203
int owed
Definition: npc.h:207
int fear
Definition: npc.h:204
int anger
Definition: npc.h:206

References npc::add_new_mission(), npc_opinion::anger, npc::chatbin, npc_opinion::fear, overmapbuffer::find_npc(), follower_ids, Character::getID(), Character::global_omt_location(), npc::mission, npc_chatbin::mission_selected, npc_chatbin::missions, npc_chatbin::missions_assigned, NPC_MISSION_NULL, NPCATT_NULL, npc::op_of_u, ORIGIN_ANY_NPC, overmap_buffer, npc_opinion::owed, mission::reserve_random(), npc::set_attitude(), npc::set_fac(), npc_opinion::trust, and npc_opinion::value.

Referenced by cleanup_at_end().

◆ reset_zoom()

void game::reset_zoom ( )

Definition at line 7081 of file game.cpp.

7082{
7083#if defined(TILES)
7085 rescale_tileset( tileset_zoom );
7086#endif // TILES
7087}

References DEFAULT_TILESET_ZOOM, and tileset_zoom.

◆ revive_corpse()

bool game::revive_corpse ( const tripoint p,
item it 
)

Revives a corpse at given location.

The monster type and some of its properties are deducted from the corpse. If reviving succeeds, the location is guaranteed to have a new monster there (see critter_at).

Parameters
pThe place where to put the revived monster.
itThe corpse item, it must be a valid corpse (see item::is_corpse).
Returns
Whether the corpse has actually been redivided. Reviving may fail for many reasons, including no space to put the monster, corpse being to much damaged etc. If the monster was revived, the caller should remove the corpse item. If reviving failed, the item is unchanged, as is the environment (no new monsters).

Definition at line 4847 of file game.cpp.

4848{
4849 if( !it.is_corpse() ) {
4850 debugmsg( "Tried to revive a non-corpse." );
4851 return false;
4852 }
4853 shared_ptr_fast<monster> newmon_ptr = make_shared_fast<monster>
4854 ( it.get_mtype()->id );
4855 monster &critter = *newmon_ptr;
4856 critter.init_from_item( it );
4857 if( critter.get_hp() < 1 ) {
4858 // Failed reanimation due to corpse being too burned
4859 return false;
4860 }
4861 if( it.has_flag( "FIELD_DRESS" ) || it.has_flag( "FIELD_DRESS_FAILED" ) ||
4862 it.has_flag( "QUARTERED" ) ) {
4863 // Failed reanimation due to corpse being butchered
4864 return false;
4865 }
4866
4867 critter.no_extra_death_drops = true;
4868 critter.add_effect( effect_downed, 5_turns, num_bp );
4869 for( const item &component : it.components ) {
4870 critter.corpse_components.push_back( component );
4871 }
4872
4873 if( it.get_var( "zlave" ) == "zlave" ) {
4874 critter.add_effect( effect_pacified, 1_turns, num_bp );
4875 critter.add_effect( effect_pet, 1_turns, num_bp );
4876 }
4877
4878 if( it.get_var( "no_ammo" ) == "no_ammo" ) {
4879 for( auto &ammo : critter.ammo ) {
4880 ammo.second = 0;
4881 }
4882 }
4883
4884 return place_critter_at( newmon_ptr, p );
4885}
monster * place_critter_at(const mtype_id &id, const tripoint &p)
Adds critters to the reality bubble, creating them if necessary.
Definition: game.cpp:4645
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1033
const mtype * get_mtype() const
Definition: item.cpp:6650
std::list< item > components
Definition: item.h:2162
bool has_flag(const std::string &flag) const
Definition: item.cpp:5328
bool is_corpse() const
Whether this is a corpse item.
Definition: item.cpp:6645
int get_hp(const bodypart_id &) const override
Definition: monster.cpp:2949
bool no_extra_death_drops
Definition: monster.h:480
std::vector< item > corpse_components
Definition: monster.h:457
void init_from_item(const item &itm)
Initialize values like speed / hp from data of an item.
Definition: monster.cpp:2819
static const efftype_id effect_downed("downed")
static const efftype_id effect_pacified("pacified")

References monster::add_effect(), monster::ammo, item::components, monster::corpse_components, debugmsg, effect_downed, effect_pacified, effect_pet, monster::get_hp(), item::get_mtype(), item::get_var(), item::has_flag(), mtype::id, monster::init_from_item(), item::is_corpse(), monster::no_extra_death_drops, num_bp, and place_critter_at().

◆ save()

bool game::save ( )

Returns false if saving failed.

Definition at line 2729 of file game.cpp.

2730{
2731 try {
2732 if( !save_player_data() ||
2734 !save_artifacts() ||
2735 !save_maps() ||
2736 !get_auto_pickup().save_character() ||
2738 !get_safemode().save_character() ||
2739 !write_to_file( get_world_base_save_path() + "/uistate.json", [&]( std::ostream & fout ) {
2740 JsonOut jsout( fout );
2741 uistate.serialize( jsout );
2742 }, _( "uistate data" ) ) ) {
2743 return false;
2744 } else {
2745 world_generator->last_world_name = world_generator->active_world->world_name;
2746 world_generator->last_character_name = u.name;
2747 world_generator->save_last_world_info();
2748 world_generator->active_world->add_save( save_t::from_save_id( u.get_save_id() ) );
2749 return true;
2750 }
2751 } catch( std::ios::failure &err ) {
2752 popup( _( "Failed to save game data" ) );
2753 return false;
2754 }
2755}
void write_to_file(const std::string &path, const std::function< void(std::ostream &)> &writer)
Definition: json.h:575
bool save_player_data()
Definition: game.cpp:2683
void serialize(JsonOut &json) const
@ failure
Definition: behavior.h:20

References _, behavior::failure, save_t::from_save_id(), get_auto_notes_settings(), get_auto_pickup(), get_safemode(), avatar::get_save_id(), get_world_base_save_path(), Character::name, popup(), save(), save_artifacts(), save_factions_missions_npcs(), save_maps(), save_player_data(), uistatedata::serialize(), u, uistate, world_generator, and write_to_file().

Referenced by handle_action(), quicksave(), and save().

◆ save_artifacts()

bool game::save_artifacts ( )
private

Definition at line 2664 of file game.cpp.

2665{
2666 std::string artfilename = get_world_base_save_path() + "/" + SAVE_ARTIFACTS;
2667 return ::save_artifacts( artfilename );
2668}
bool save_artifacts(const std::string &path)
Definition: artifact.cpp:1277
static const std::string SAVE_ARTIFACTS("artifacts.gsav")

References get_world_base_save_path(), SAVE_ARTIFACTS(), and save_artifacts().

Referenced by cleanup_at_end(), and save().

◆ save_cyborg()

void game::save_cyborg ( item cyborg,
const tripoint couch_pos,
player installer 
)

Turns Broken Cyborg monster into Cyborg NPC via surgery.

Definition at line 4908 of file game.cpp.

4909{
4910 int assist_bonus = installer.get_effect_int( effect_assisted );
4911
4912 float adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
4915 -1 );
4916
4917 int damage = cyborg->damage();
4918 int dmg_lvl = cyborg->damage_level( 4 );
4919 int difficulty = 12;
4920
4921 if( damage != 0 ) {
4922
4923 popup( _( "WARNING: Patient's body is damaged. Difficulty of the procedure is increased by %s." ),
4924 dmg_lvl );
4925
4926 // Damage of the cyborg increases difficulty
4927 difficulty += dmg_lvl;
4928 }
4929
4930 int chance_of_success = bionic_manip_cos( adjusted_skill + assist_bonus, difficulty );
4931 int success = chance_of_success - rng( 1, 100 );
4932
4933 if( !g->u.query_yn(
4934 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
4935 100 - static_cast<int>( chance_of_success ) ) ) {
4936 return;
4937 }
4938
4939 if( success > 0 ) {
4940 add_msg( m_good, _( "Successfully removed Personality override." ) );
4941 add_msg( m_bad, _( "Autodoc immediately destroys the CBM upon removal." ) );
4942
4943 delete_cyborg_item( g->m, couch_pos, cyborg );
4944
4945 const string_id<npc_template> npc_cyborg( "cyborg_rescued" );
4946 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4947 tmp->load_npc_template( npc_cyborg );
4948 tmp->spawn_at_precise( { get_levx(), get_levy() }, couch_pos );
4950 tmp->hurtall( dmg_lvl * 10, nullptr );
4951 tmp->add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
4952 load_npcs();
4953
4954 } else {
4955 const int failure_level = static_cast<int>( std::sqrt( std::abs( success ) * 4.0 * difficulty /
4956 adjusted_skill ) );
4957 const int fail_type = std::min( 5, failure_level );
4958 switch( fail_type ) {
4959 case 1:
4960 case 2:
4961 add_msg( m_info, _( "The removal fails." ) );
4962 add_msg( m_bad, _( "The body is damaged." ) );
4963 cyborg->set_damage( damage + 1000 );
4964 break;
4965 case 3:
4966 case 4:
4967 add_msg( m_info, _( "The removal fails badly." ) );
4968 add_msg( m_bad, _( "The body is badly damaged!" ) );
4969 cyborg->set_damage( damage + 2000 );
4970 break;
4971 case 5:
4972 add_msg( m_info, _( "The removal is a catastrophe." ) );
4973 add_msg( m_bad, _( "The body is destroyed!" ) );
4974 delete_cyborg_item( g->m, couch_pos, cyborg );
4975 break;
4976 default:
4977 break;
4978 }
4979
4980 }
4981
4982}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1963
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1920
item & set_damage(int qty)
Filter setting damage constrained by min_damage and max_damage.
Definition: item.cpp:717
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:704
int damage() const
How much damage has the item sustained?
Definition: item.cpp:699
static const skill_id skill_computer("computer")
static void delete_cyborg_item(map &m, const tripoint &couch_pos, item *cyborg)
Definition: game.cpp:4887
static const efftype_id effect_assisted("assisted")
static const skill_id skill_electronics("electronics")
@ success
Definition: behavior.h:20

References _, add_msg(), bionic_manip_cos(), Character::bionics_adjusted_skill(), item::damage(), item::damage_level(), delete_cyborg_item(), effect_assisted, effect_downed, g, Creature::get_effect_int(), get_levx(), get_levy(), overmapbuffer::insert_npc(), load_npcs(), m_bad, m_good, m_info, num_bp, overmap_buffer, popup(), rng(), item::set_damage(), skill_computer, skill_electronics, skill_firstaid, and behavior::success.

◆ save_factions_missions_npcs()

bool game::save_factions_missions_npcs ( )
private

Definition at line 2656 of file game.cpp.

2657{
2658 std::string masterfile = get_world_base_save_path() + "/" + SAVE_MASTER;
2659 return write_to_file( masterfile, [&]( std::ostream & fout ) {
2660 serialize_master( fout );
2661 }, _( "factions data" ) );
2662}
void serialize_master(std::ostream &fout)
Definition: savegame.cpp:1243

References _, get_world_base_save_path(), SAVE_MASTER(), serialize_master(), and write_to_file().

Referenced by cleanup_at_end(), and save().

◆ save_maps()

bool game::save_maps ( )
private

Definition at line 2670 of file game.cpp.

2671{
2672 try {
2673 m.save();
2674 overmap_buffer.save(); // can throw
2675 MAPBUFFER.save(); // can throw
2676 return true;
2677 } catch( const std::exception &err ) {
2678 popup( _( "Failed to save the maps: %s" ), err.what() );
2679 return false;
2680 }
2681}
void save(bool delete_after_save=false)
Store all submaps in this instance into savefiles.
Definition: mapbuffer.cpp:98

References _, m, MAPBUFFER, overmap_buffer, popup(), map::save(), overmapbuffer::save(), and mapbuffer::save().

Referenced by cleanup_at_end(), and save().

◆ save_player_data()

bool game::save_player_data ( )
private

Definition at line 2683 of file game.cpp.

2684{
2685 const std::string playerfile = get_player_base_save_path();
2686
2687 const bool saved_data = write_to_file( playerfile + SAVE_EXTENSION, [&]( std::ostream & fout ) {
2688 serialize( fout );
2689 }, _( "player data" ) );
2690 const bool saved_map_memory = u.save_map_memory();
2691 const bool saved_log = write_to_file( playerfile + SAVE_EXTENSION_LOG, [&](
2692 std::ostream & fout ) {
2693 fout << memorial().dump();
2694 }, _( "player memorial" ) );
2695#if defined(__ANDROID__)
2696 const bool saved_shortcuts = write_to_file( playerfile + SAVE_EXTENSION_SHORTCUTS, [&](
2697 std::ostream & fout ) {
2698 save_shortcuts( fout );
2699 }, _( "quick shortcuts" ) );
2700#endif
2701 const bool saved_diary = u.get_avatar_diary()->store();
2702 return saved_data && saved_map_memory && saved_log && saved_diary
2703#if defined(__ANDROID__)
2704 && saved_shortcuts
2705#endif
2706 ;
2707}
bool save_map_memory()
Definition: avatar.cpp:132
bool store()
Definition: diary.cpp:760
std::string get_player_base_save_path() const
Base path for saving player data.
Definition: game.cpp:12036
void serialize(std::ostream &fout)
Saving and loading functions.
Definition: savegame.cpp:69
std::string dump() const
Concatenates all of the memorial log entries, delimiting them with newlines, and returns the resultin...

References _, memorial_logger::dump(), avatar::get_avatar_diary(), get_player_base_save_path(), memorial(), SAVE_EXTENSION(), SAVE_EXTENSION_LOG(), SAVE_EXTENSION_SHORTCUTS(), avatar::save_map_memory(), serialize(), diary::store(), u, and write_to_file().

Referenced by save().

◆ serialize()

void game::serialize ( std::ostream &  fout)

Saving and loading functions.

Definition at line 69 of file savegame.cpp.

70{
71 /*
72 * Format version 12: Fully json, save the header. Weather and memorial exist elsewhere.
73 * To prevent (or encourage) confusion, there is no version 8. (cata 0.8 uses v7)
74 */
75 // Header
76 fout << "# version " << savegame_version << std::endl;
77
78 JsonOut json( fout, true ); // pretty-print
79
80 json.start_object();
81 // basic game state information.
82 json.member( "turn", calendar::turn );
84 json.member( "calendar_start", calendar_config._start_of_cataclysm );
85 json.member( "game_start", calendar_config._start_of_game );
86 json.member( "initial_season", static_cast<int>( calendar_config._initial_season ) );
87 json.member( "auto_travel_mode", auto_travel_mode );
88 json.member( "run_mode", static_cast<int>( safe_mode ) );
89 json.member( "mostseen", mostseen );
90 // current map coordinates
91 tripoint pos_sm = m.get_abs_sub();
92 const point pos_om = sm_to_om_remain( pos_sm.x, pos_sm.y );
93 json.member( "levx", pos_sm.x );
94 json.member( "levy", pos_sm.y );
95 json.member( "levz", pos_sm.z );
96 json.member( "om_x", pos_om.x );
97 json.member( "om_y", pos_om.y );
98
99 json.member( "grscent", scent.serialize() );
100 json.member( "typescent", scent.serialize( true ) );
101
102 // Then each monster
103 json.member( "active_monsters", *critter_tracker );
104 json.member( "stair_monsters", coming_to_stairs );
105
106 // save stats.
107 json.member( "kill_tracker", *kill_tracker_ptr );
108 json.member( "stats_tracker", *stats_tracker_ptr );
109 json.member( "achievements_tracker", *achievements_tracker_ptr );
110
111 json.member( "token_provider", *token_provider_ptr );
112
113 json.member( "player", u );
114 Messages::serialize( json );
115
116 json.end_object();
117}
A class that keeps time data other than current time.
Definition: calendar.h:530
season_type _initial_season
Definition: calendar.h:534
time_point _start_of_game
Definition: calendar.h:533
time_point _start_of_cataclysm
Definition: calendar.h:532
pimpl< drop_token_provider > token_provider_ptr
Definition: game.h:974
std::string serialize(bool is_type=false) const
Definition: savegame.cpp:119
point sm_to_om_remain(int &x, int &y)
void serialize(JsonOut &json)
Definition: messages.cpp:321
calendar_config config
const int savegame_version
Definition: savegame.cpp:57

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, coming_to_stairs, calendar::config, critter_tracker, JsonOut::end_object(), map::get_abs_sub(), kill_tracker_ptr, m, JsonOut::member(), mostseen, safe_mode, savegame_version, scent, scent_map::serialize(), Messages::serialize(), sm_to_om_remain(), JsonOut::start_object(), stats_tracker_ptr, token_provider_ptr, calendar::turn, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by save_player_data().

◆ serialize_master()

void game::serialize_master ( std::ostream &  fout)
private

Definition at line 1243 of file savegame.cpp.

1244{
1245 fout << "# version " << savegame_version << std::endl;
1246 try {
1247 JsonOut json( fout, true ); // pretty-print
1248 json.start_object();
1249
1250 json.member( "next_mission_id", next_mission_id );
1251 json.member( "next_npc_id", next_npc_id );
1252
1253 json.member( "active_missions" );
1254 mission::serialize_all( json );
1255
1256 json.member( "factions", *faction_manager_ptr );
1257 json.member( "seed", seed );
1258
1259 json.member( "weather" );
1260 json.start_object();
1261 json.member( "lightning", get_weather().lightning_active );
1262 json.end_object();
1263
1264 json.end_object();
1265 } catch( const JsonError &e ) {
1266 debugmsg( "error saving to %s: %s", SAVE_MASTER, e.c_str() );
1267 }
1268}
Definition: json.h:51
const char * c_str() const noexcept
Definition: json.h:54
static void serialize_all(JsonOut &json)
Definition: savegame.cpp:1234

References JsonError::c_str(), debugmsg, JsonOut::end_object(), faction_manager_ptr, get_weather, JsonOut::member(), next_mission_id, next_npc_id, SAVE_MASTER(), savegame_version, seed, mission::serialize_all(), and JsonOut::start_object().

Referenced by save_factions_missions_npcs().

◆ set_critter_died()

void game::set_critter_died ( )

If invoked, dead will be cleaned this turn.

Definition at line 1790 of file game.cpp.

1791{
1792 critter_died = true;
1793}

References critter_died.

◆ set_driving_view_offset()

void game::set_driving_view_offset ( point  p)

Definition at line 1600 of file game.cpp.

1601{
1602 // remove the previous driving offset,
1603 // store the new offset and apply the new offset.
1610}

References driving_view_offset, u, player::view_offset, point::x, tripoint::x, point::y, and tripoint::y.

Referenced by calc_driving_offset(), and cleanup_at_end().

◆ set_npcs_dirty()

void game::set_npcs_dirty ( )

If invoked, NPCs will be reloaded before next turn.

Definition at line 1785 of file game.cpp.

1786{
1787 npcs_dirty = true;
1788}

References npcs_dirty.

◆ set_safe_mode()

void game::set_safe_mode ( safe_mode_type  mode)

Definition at line 8634 of file game.cpp.

8635{
8636 safe_mode = mode;
8638}

References safe_mode, and safe_mode_warning_logged.

Referenced by handle_action(), and mon_info_update().

◆ set_zoom()

void game::set_zoom ( int  level)

Definition at line 7089 of file game.cpp.

7090{
7091#if defined(TILES)
7092 if( tileset_zoom != level ) {
7093 tileset_zoom = level;
7094 rescale_tileset( tileset_zoom );
7095 }
7096#else
7097 static_cast<void>( level );
7098#endif // TILES
7099}

References tileset_zoom.

Referenced by look_around().

◆ setremoteveh()

void game::setremoteveh ( vehicle veh)

Sets the current remotely controlled vehicle.

Definition at line 2273 of file game.cpp.

2274{
2276 remoteveh_cache = veh;
2277 if( veh != nullptr && !u.has_active_bionic( bio_remote ) &&
2279 debugmsg( "Tried to set remote vehicle without bio_remote or remotevehcontrol" );
2280 veh = nullptr;
2281 }
2282
2283 if( veh == nullptr ) {
2284 u.remove_value( "remote_controlling_vehicle" );
2285 return;
2286 }
2287
2288 std::stringstream remote_veh_string;
2289 const tripoint vehpos = veh->global_pos3();
2290 remote_veh_string << vehpos.x << ' ' << vehpos.y << ' ' << vehpos.z;
2291 u.set_value( "remote_controlling_vehicle", remote_veh_string.str() );
2292}
void remove_value(const std::string &key)
Definition: creature.cpp:1357

References bio_remote, debugmsg, vehicle::global_pos3(), Character::has_active_bionic(), Character::has_active_item(), itype_remotevehcontrol, remoteveh_cache, remoteveh_cache_time, Creature::remove_value(), Creature::set_value(), calendar::turn, u, tripoint::x, tripoint::y, and tripoint::z.

◆ setup()

void game::setup ( )

Definition at line 477 of file game.cpp.

478{
479 loading_ui ui( true );
480
482
483 if( get_option<bool>( "ELEVATED_BRIDGES" ) && !get_option<bool>( "ZLEVELS" ) ) {
484 debugmsg( "\"Elevated bridges\" mod requires z-levels to be ENABLED to work properly!" );
485 }
486
487 m = map( get_option<bool>( "ZLEVELS" ) );
488
490 next_mission_id = 1;
491 new_game = true;
492 uquit = QUIT_NO; // We haven't quit the game
493 bVMonsterLookFire = true;
494
495 // invalidate calendar caches in case we were previously playing
496 // a different world
497 calendar::set_eternal_season( ::get_option<bool>( "ETERNAL_SEASON" ) );
498 calendar::set_season_length( ::get_option<int>( "SEASON_LENGTH" ) );
499
502
503 turnssincelastmon = 0; //Auto safe mode init
504
507 coming_to_stairs.clear();
508 active_npc.clear();
509 faction_manager_ptr->clear();
514
515 SCT.vSCT.clear(); //Delete pending messages
516
517 stats().clear();
518 // reset kill counts
519 kill_tracker_ptr->clear();
521 // reset follower list
522 follower_ids.clear();
523 scent.reset();
524
526 remoteveh_cache = nullptr;
527
528 token_provider_ptr->clear();
529 // back to menu for save loading, new game etc
530}
void clear_zombies()
Redirects to the creature_tracker clear() function.
Definition: game.cpp:4722
static void clear_all()
Remove all active missions, used to cleanup on exit and before reloading a new game.
Definition: mission.cpp:127
void reset()
Definition: scent_map.cpp:51
static const string_id< weather_type > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
void clear_messages()
Definition: messages.cpp:351
void load_world_modfiles(loading_ui &ui, const std::string &artifacts_file)
Load & finalize modlist needed for the current world.
Definition: init.cpp:874
void reset_sounds()
Definition: sounds.cpp:565

References achievements_tracker_ptr, active_npc, calendar::before_time_starts, bVMonsterLookFire, character_id, explosion_handler::explosion_queue::clear(), stats_tracker::clear(), mission::clear_all(), Messages::clear_messages(), clear_zombies(), coming_to_stairs, debugmsg, faction_manager_ptr, follower_ids, explosion_handler::get_explosion_queue(), get_weather, get_world_base_save_path(), kill_tracker_ptr, init::load_world_modfiles(), m, new_game, next_mission_id, next_npc_id, weather_manager::nextweather, string_id< weather_type >::NULL_ID(), QUIT_NO, remoteveh_cache, remoteveh_cache_time, scent_map::reset(), sounds::reset_sounds(), SAVE_ARTIFACTS(), scent, SCT, calendar::set_eternal_season(), calendar::set_season_length(), stats(), timed_events, token_provider_ptr, turnssincelastmon, uquit, scrollingcombattext::vSCT, and weather_manager::weather_id.

Referenced by butcher_submenu(), and quickload().

◆ shared_from()

template<typename T >
template shared_ptr_fast< npc > game::shared_from< npc > ( const T &  critter)

Returns a shared pointer to the given critter (which can be of any of the subclasses of Creature).

The function may return an empty pointer if the given critter is not stored anywhere (e.g. it was allocated on the stack, not stored in the critter_tracker nor in active_npc nor is it u).

Definition at line 4575 of file game.cpp.

4576{
4577 if( static_cast<const Creature *>( &critter ) == static_cast<const Creature *>( &u ) ) {
4578 // u is not stored in a shared_ptr, but it won't go out of scope anyway
4579 return std::dynamic_pointer_cast<T>( u_shared_ptr );
4580 }
4581 if( critter.is_monster() ) {
4582 if( const shared_ptr_fast<monster> mon_ptr = critter_tracker->find( critter.pos() ) ) {
4583 if( static_cast<const Creature *>( mon_ptr.get() ) == static_cast<const Creature *>( &critter ) ) {
4584 return std::dynamic_pointer_cast<T>( mon_ptr );
4585 }
4586 }
4587 }
4588 if( critter.is_npc() ) {
4589 for( auto &cur_npc : active_npc ) {
4590 if( static_cast<const Creature *>( cur_npc.get() ) == static_cast<const Creature *>( &critter ) ) {
4591 return std::dynamic_pointer_cast<T>( cur_npc );
4592 }
4593 }
4594 }
4595 return nullptr;
4596}

References active_npc, critter_tracker, u, and u_shared_ptr.

Referenced by list_monsters(), mon_info_update(), and validate_mounted_npcs().

◆ shift_destination_preview()

void game::shift_destination_preview ( point  delta)

Definition at line 12049 of file game.cpp.

12050{
12051 for( tripoint &p : destination_preview ) {
12052 p += delta;
12053 }
12054}

References destination_preview.

◆ shift_monsters()

void game::shift_monsters ( const tripoint shift)
private

Shift all active monsters, the shift vector is the number of shifted submaps.

Monsters that are outside of the reality bubble after shifting are despawned. Note on z-levels: this works with vertical shifts, but currently all monsters are despawned upon a vertical shift.

Definition at line 11038 of file game.cpp.

11039{
11040 // If either shift argument is non-zero, we're shifting.
11041 if( shift == tripoint_zero ) {
11042 return;
11043 }
11044 for( monster &critter : all_monsters() ) {
11045 if( shift.xy() != point_zero ) {
11046 critter.shift( shift.xy() );
11047 }
11048
11049 if( m.inbounds( critter.pos() ) && ( shift.z == 0 || m.has_zlevels() ) ) {
11050 // We're inbounds, so don't despawn after all.
11051 // No need to shift Z-coordinates, they are absolute
11052 continue;
11053 }
11054 // Either a vertical shift or the critter is now outside of the reality bubble,
11055 // anyway: it must be saved and removed.
11056 despawn_monster( critter );
11057 }
11058 // The order in which zombies are shifted may cause zombies to briefly exist on
11059 // the same square. This messes up the mon_at cache, so we need to rebuild it.
11060 critter_tracker->rebuild_cache();
11061}

References all_monsters(), critter_tracker, despawn_monster(), map::has_zlevels(), map::inbounds(), m, point_zero, tripoint_zero, tripoint::xy(), and tripoint::z.

Referenced by update_map(), vertical_move(), and vertical_shift().

◆ slip_down()

bool game::slip_down ( )

Checks if player is able to successfully climb to/from some terrain and not slip down.

Returns
whether player has slipped down
Dexterity decreases chances of slipping while climbing

Definition at line 12056 of file game.cpp.

12057{
12058 ///\EFFECT_DEX decreases chances of slipping while climbing
12059 int climb = u.dex_cur;
12060 if( u.has_trait( trait_BADKNEES ) ) {
12061 climb = climb / 2;
12062 }
12063 if( one_in( climb ) ) {
12064 add_msg( m_bad, _( "You slip while climbing and fall down again." ) );
12065 if( climb <= 1 ) {
12066 add_msg( m_bad, _( "Climbing is impossible in your current state." ) );
12067 }
12068 return true;
12069 }
12070 return false;
12071}
static const trait_id trait_BADKNEES("BADKNEES")

References _, add_msg(), Character::dex_cur, Character::has_trait(), m_bad, one_in(), trait_BADKNEES, and u.

◆ spawn_hallucination()

bool game::spawn_hallucination ( const tripoint p)

Spawns a hallucination at a determined position.

Attempts to spawn a hallucination at given location.

Returns false if the hallucination couldn't be spawned for whatever reason, such as a monster already in the target square.

Returns
Whether or not a hallucination was successfully spawned.

Definition at line 4733 of file game.cpp.

4734{
4735 if( one_in( 100 ) ) {
4736 shared_ptr_fast<npc> tmp = make_shared_fast<npc>();
4737 tmp->randomize( NC_HALLU );
4738 tmp->spawn_at_precise( { get_levx(), get_levy() }, p );
4739 if( !critter_at( p, true ) ) {
4741 load_npcs();
4742 return true;
4743 } else {
4744 return false;
4745 }
4746 }
4747
4749 const shared_ptr_fast<monster> phantasm = make_shared_fast<monster>( mt );
4750 phantasm->hallucination = true;
4751 phantasm->spawn( p );
4752
4753 //Don't attempt to place phantasms inside of other creatures
4754 if( !critter_at( phantasm->pos(), true ) ) {
4755 return critter_tracker->add( phantasm );
4756 } else {
4757 return false;
4758 }
4759}
mtype_id get_valid_hallucination() const
static MonsterGenerator & generator()
npc_class_id NC_HALLU("NC_HALLU")

References critter_at(), critter_tracker, MonsterGenerator::generator(), get_levx(), get_levy(), MonsterGenerator::get_valid_hallucination(), overmapbuffer::insert_npc(), load_npcs(), NC_HALLU, one_in(), and overmap_buffer.

◆ spell_events_subscriber()

spell_events & game::spell_events_subscriber ( )

Definition at line 2724 of file game.cpp.

2725{
2726 return *spell_events_ptr;
2727}

References spell_events_ptr.

◆ start_calendar()

void game::start_calendar ( )

Definition at line 11616 of file game.cpp.

11617{
11618 const bool scen_season = scen->has_flag( "SPR_START" ) || scen->has_flag( "SUM_START" ) ||
11619 scen->has_flag( "AUT_START" ) || scen->has_flag( "WIN_START" ) ||
11620 scen->has_flag( "SUM_ADV_START" );
11621
11623 if( scen_season ) {
11624 // Configured starting date overridden by scenario, calendar_config.start is left as Spring 1
11626 get_option<int>( "INITIAL_TIME" );
11627 calendar_config._start_of_game = calendar::turn_zero + 1_hours * get_option<int>( "INITIAL_TIME" );
11628 if( scen->has_flag( "SPR_START" ) ) {
11630 } else if( scen->has_flag( "SUM_START" ) ) {
11633 } else if( scen->has_flag( "AUT_START" ) ) {
11636 } else if( scen->has_flag( "WIN_START" ) ) {
11639 } else if( scen->has_flag( "SUM_ADV_START" ) ) {
11642 } else {
11643 debugmsg( "The Unicorn" );
11644 }
11645 } else {
11646 // No scenario, so use the starting date+time configured in world options
11647 int initial_days = get_option<int>( "INITIAL_DAY" );
11648 if( initial_days == -1 ) {
11649 // 0 - 363 for a 91 day season
11650 initial_days = rng( 0, get_option<int>( "SEASON_LENGTH" ) * 4 - 1 );
11651 }
11653
11654 // Determine the season based off how long the seasons are set to be
11655 // First take the number of season elapsed up to the starting date, then mod by 4 to get the season of the current year
11656 const int season_number = ( initial_days / get_option<int>( "SEASON_LENGTH" ) ) % 4;
11657 if( season_number == 0 ) {
11659 } else if( season_number == 1 ) {
11661 } else if( season_number == 2 ) {
11663 } else {
11665 }
11666
11668 + 1_hours * get_option<int>( "INITIAL_TIME" )
11669 + 1_days * get_option<int>( "SPAWN_DELAY" );
11670 }
11671
11673}
@ WINTER
Definition: calendar.h:21
@ AUTUMN
Definition: calendar.h:20
@ SUMMER
Definition: calendar.h:19
@ SPRING
Definition: calendar.h:18
time_duration season_length() const
Definition: calendar.h:569
const scenario * scen
Definition: game.h:981
bool has_flag(const std::string &flag) const
Such as a seasonal start, fiery start, surrounded start, etc.
Definition: scenario.cpp:438

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, AUTUMN, calendar::config, debugmsg, scenario::has_flag(), rng(), scen, calendar_config::season_length(), SPRING, SUMMER, calendar::turn, calendar::turn_zero, and WINTER.

Referenced by start_game().

◆ start_game()

bool game::start_game ( )
private

Definition at line 556 of file game.cpp.

557{
558 if( !gamemode ) {
559 gamemode = std::make_unique<special_game>();
560 }
561
562 seed = rng_bits();
563 new_game = true;
566 safe_mode = ( get_option<bool>( "SAFEMODE" ) ? SAFE_MODE_ON : SAFE_MODE_OFF );
567 mostseen = 0; // ...and mostseen is 0, we haven't seen any monsters yet.
570
572
575 popup.message( "%s", _( "Please wait as we build your world" ) );
578
579 load_master();
580 u.setID( assign_npc_id() ); // should be as soon as possible, but *after* load_master
581
585 do {
586 omtstart = start_loc.find_player_initial_location();
587 if( omtstart == overmap::invalid_tripoint ) {
588 if( query_yn(
589 _( "Try again?\n\nIt may require several attempts until the game finds a valid starting location." ) ) ) {
592 } else {
593 return false;
594 }
595 }
596 } while( omtstart == overmap::invalid_tripoint );
597
598 start_loc.prepare_map( omtstart );
599
600 // Place vehicles spawned by scenario or profession, has to be placed very early to avoid bugs.
601 if( u.starting_vehicle &&
602 !place_vehicle_nearby( u.starting_vehicle, omtstart.xy(), 0, 30,
603 std::vector<std::string> {} ) ) {
604 debugmsg( "could not place starting vehicle" );
605 }
606
607 if( scen->has_map_extra() ) {
608 // Map extras can add monster spawn points and similar and should be done before the main
609 // map is loaded.
610 start_loc.add_map_extra( omtstart, scen->get_map_extra() );
611 }
612
613 // TODO: fix point types
614 tripoint lev = project_to<coords::sm>( omtstart ).raw();
615 // The player is centered in the map, but lev[xyz] refers to the top left point of the map
616 lev.x -= HALF_MAPSIZE;
617 lev.y -= HALF_MAPSIZE;
618 load_map( lev, /*pump_events=*/true );
619
622 // Do this after the map cache has been built!
623 start_loc.place_player( u );
624 // ...but then rebuild it, because we want visibility cache to avoid spawning monsters in sight
627 // Start the overmap with out immediate neighborhood visible, this needs to be after place_player
629 get_option<int>( "DISTANCE_INITIAL_VISIBILITY" ), 0 );
630
631 u.moves = 0;
632 if( u.has_trait( trait_PROF_FERAL ) ) {
634 }
635 u.process_turn(); // process_turn adds the initial move points
639 u.next_climate_control_check = calendar::before_time_starts; // Force recheck at startup
641
642 //Reset character safe mode/pickup rules
647
648 //Put some NPCs in there!
649 if( get_option<std::string>( "STARTING_NPC" ) == "always" ||
650 ( get_option<std::string>( "STARTING_NPC" ) == "scenario" &&
651 !g->scen->has_flag( "LONE_START" ) ) ) {
653 }
654 //Load NPCs. Set nearby npcs to active.
655 load_npcs();
656 // Spawn the monsters
657 const bool spawn_near =
658 get_option<bool>( "BLACK_ROAD" ) || g->scen->has_flag( "SUR_START" );
659 // Surrounded start ones
660 if( spawn_near ) {
661 start_loc.surround_with_monsters( omtstart, mongroup_id( "GROUP_ZOMBIE" ), 70 );
662 }
663
664 m.spawn_monsters( !spawn_near ); // Static monsters
665
666 // Make sure that no monsters are near the player
667 // This can happen in lab starts
668 if( !spawn_near ) {
669 for( monster &critter : all_monsters() ) {
670 if( rl_dist( critter.pos(), u.pos() ) <= 5 ||
671 m.clear_path( critter.pos(), u.pos(), 40, 1, 100 ) ) {
672 remove_zombie( critter );
673 }
674 }
675 }
676
677 //Create mutation_category_level
679 //Calculate mutation drench protection stats
682 if( scen->has_flag( "FIRE_START" ) ) {
683 start_loc.burn( omtstart, 3, 3 );
684 }
685 if( scen->has_flag( "INFECTED" ) ) {
687 }
688 if( scen->has_flag( "BAD_DAY" ) ) {
689 u.add_effect( effect_flu, 1000_minutes );
690 u.add_effect( effect_drunk, 270_minutes );
691 u.add_morale( MORALE_FEELING_BAD, -100, -100, 50_minutes, 50_minutes );
692 }
693 if( scen->has_flag( "HELI_CRASH" ) ) {
694 start_loc.handle_heli_crash( u );
695 bool success = false;
696 for( auto v : m.get_vehicles() ) {
697 std::string name = v.v->type.str();
698 std::string search = std::string( "helicopter" );
699 if( name.find( search ) != std::string::npos ) {
700 for( const vpart_reference &vp : v.v->get_any_parts( VPFLAG_CONTROLS ) ) {
701 const tripoint pos = vp.pos();
702 u.setpos( pos );
703
704 // Delete the items that would have spawned here from a "corpse"
705 for( auto sp : v.v->parts_at_relative( vp.mount(), true ) ) {
706 vehicle_stack here = v.v->get_items( sp );
707
708 for( auto iter = here.begin(); iter != here.end(); ) {
709 iter = here.erase( iter );
710 }
711 }
712
713 auto mons = critter_tracker->find( pos );
714 if( mons != nullptr ) {
715 critter_tracker->remove( *mons );
716 }
717
718 success = true;
719 break;
720 }
721 if( success ) {
722 v.v->name = "Bird Wreckage";
723 break;
724 }
725 }
726 }
727 }
728 if( scen->has_flag( "BORDERED" ) ) {
729 overmap &starting_om = get_cur_om();
730 for( int z = -OVERMAP_DEPTH; z <= OVERMAP_HEIGHT; z++ ) {
731 starting_om.place_special_forced( overmap_special_id( "world" ), { 0, 0, z },
733 }
734
735 }
736 for( auto &e : u.inv_dump() ) {
737 e->set_owner( g->u );
738 }
739 // Now that we're done handling coordinates, ensure the player's submap is in the center of the map
740 update_map( u );
741 // Profession pets
742 for( const mtype_id &elem : u.starting_pets ) {
743 if( monster *const mon = place_critter_around( elem, u.pos(), 5 ) ) {
744 mon->friendly = -1;
745 mon->add_effect( effect_pet, 1_turns, num_bp );
746 } else {
747 add_msg( m_debug, "cannot place starting pet, no space!" );
748 }
749 }
750 // Assign all of this scenario's missions to the player.
751 for( const mission_type_id &m : scen->missions() ) {
752 const auto mission = mission::reserve_new( m, character_id() );
753 mission->assign( u );
754 }
755 g->events().send<event_type::game_start>( u.getID() );
756 for( Skill &elem : Skill::skills ) {
757 int level = u.get_skill_level_object( elem.ident() ).level();
758 if( level > 0 ) {
759 g->events().send<event_type::gains_skill_level>( u.getID(), elem.ident(), level );
760 }
761 }
762 return true;
763}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:366
bool last_climate_control_ret
Definition: character.h:2298
SkillLevel & get_skill_level_object(const skill_id &ident)
Definition: character.cpp:3344
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7812
void set_stamina(int new_stamina)
Definition: character.cpp:7102
time_point next_climate_control_check
Definition: character.h:2297
int get_stamina_max() const
Definition: character.cpp:7091
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7789
void default_initialize()
Perform default initialization.
Definition: auto_note.cpp:101
void start_calendar()
Definition: game.cpp:11616
void create_starting_npcs()
Definition: game.cpp:891
overmap & get_cur_om() const
The overmap which contains the center submap of the reality bubble.
Definition: game.cpp:11916
vehicle * place_vehicle_nearby(const vproto_id &id, const point_abs_omt &origin, int min_distance, int max_distance, const std::vector< std::string > &omt_search_types={})
Definition: game.cpp:765
bool clear_path(const tripoint &f, const tripoint &t, int range, int cost_min, int cost_max) const
Check whether there's a direct line of sight between F and T with the additional movecost restraints.
Definition: map.cpp:6527
static mission * reserve_new(const mission_type_id &type, const character_id &npc_id)
Create a new mission of the given type and assign it to the given npc.
Definition: mission.cpp:64
void assign(avatar &u)
Assigns the mission to the player.
Definition: mission.cpp:210
void place_special_forced(const overmap_special_id &special_id, const tripoint_om_omt &p, om_direction::type dir)
Definition: overmap.cpp:2164
bool reveal(const point_abs_omt &center, int radius, int z)
Mark a square area around center on Z-level z as seen.
bool random_start_location
Definition: player.h:238
vproto_id starting_vehicle
Definition: player.h:250
std::vector< mtype_id > starting_pets
Definition: player.h:251
start_location_id start_location
Definition: player.h:239
void clear_character_rules()
bool has_map_extra() const
Definition: scenario.cpp:453
const std::string & get_map_extra() const
Definition: scenario.cpp:457
const std::vector< mission_type_id > & missions() const
Definition: scenario.cpp:461
start_location_id random_start_location() const
Definition: scenario.cpp:232
void burn(const tripoint_abs_omt &omtstart, size_t count, int rad) const
Burn random terrain / furniture with FLAMMABLE or FLAMMABLE_ASH tag.
void surround_with_monsters(const tripoint_abs_omt &omtstart, const mongroup_id &type, float expected_points) const
Adds surround start monsters.
void prepare_map(const tripoint_abs_omt &omtstart) const
Initialize the map at players start location using prepare_map.
void place_player(player &u) const
Place the player somewhere in the reality bubble (g->m).
void handle_heli_crash(player &u) const
tripoint_abs_omt find_player_initial_location() const
Find a suitable start location on the overmap.
void add_map_extra(const tripoint_abs_omt &omtstart, const std::string &map_extra) const
Adds a map extra, see map_extras.h and map_extras.cpp.
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:60
iterator erase(const_iterator it) override
Definition: vehicle.cpp:231
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_infected("infected")
static const trait_id trait_PROF_FERAL("PROF_FERAL")
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_flu("flu")
static const efftype_id effect_feral_killed_recently("feral_killed_recently")
static constexpr int SPRING_TEMPERATURE
Base starting spring temperature in F used for climate, weather and temperature calculation.
void update_weather()
Definition: weather.cpp:1056
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)
unsigned int rng_bits()
Definition: rng.cpp:12
string_id< overmap_special > overmap_special_id
Definition: type_id.h:137
string_id< MonsterGroup > mongroup_id
Definition: type_id.h:108
@ VPFLAG_CONTROLS
Definition: veh_type.h:41

References _, Creature::add_effect(), start_location::add_map_extra(), Character::add_morale(), add_msg(), all_monsters(), mission::assign(), assign_npc_id(), calendar::before_time_starts, item_stack::begin(), map::build_map_cache(), start_location::burn(), character_id, auto_notes::auto_note_settings::clear(), mapbuffer::clear(), overmapbuffer::clear(), auto_pickup::player_settings::clear_character_rules(), safemode::clear_character_rules(), map::clear_path(), create_starting_npcs(), critter_tracker, debugmsg, auto_notes::auto_note_settings::default_initialize(), Character::drench_mut_calc(), effect_accumulated_mutagen, effect_drunk, effect_feral_killed_recently, effect_flu, effect_infected, effect_pet, item_stack::end(), vehicle_stack::erase(), start_location::find_player_initial_location(), g, gains_skill_level, game_start, gamemode, get_auto_notes_settings(), get_auto_pickup(), get_cur_om(), get_distraction_manager(), get_levz(), scenario::get_map_extra(), get_safemode(), Character::get_skill_level_object(), Character::get_stamina_max(), map::get_vehicles(), get_weather, Character::getID(), Character::global_omt_location(), HALF_MAPSIZE, start_location::handle_heli_crash(), scenario::has_flag(), scenario::has_map_extra(), Character::has_trait(), init_autosave(), Character::inv_dump(), overmap::invalid_tripoint, map::invalidate_map_cache(), Character::last_climate_control_ret, distraction_manager::distraction_manager_gui::load(), safemode::load_global(), load_map(), load_master(), load_npcs(), m, m_debug, MAPBUFFER, scenario::missions(), MORALE_FEELING_BAD, mostseen, Creature::moves, om_direction::name(), new_game, Character::next_climate_control_check, weather_manager::nextweather, om_direction::north, num_bp, string_id< T >::obj(), overmap_buffer, OVERMAP_DEPTH, OVERMAP_HEIGHT, place_critter_around(), start_location::place_player(), overmap::place_special_forced(), place_vehicle_nearby(), popup(), Character::pos(), start_location::prepare_map(), Character::process_turn(), query_yn(), random_body_part(), player::random_start_location, scenario::random_start_location(), ui_manager::redraw(), refresh_display(), remove_zombie(), mission::reserve_new(), overmapbuffer::reveal(), rl_dist(), rng_bits(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, scen, overmap_ui::search(), seed, Character::set_highest_cat_level(), Character::set_stamina(), Character::setID(), Character::setpos(), Skill::skills, map::spawn_monsters(), SPRING_TEMPERATURE, start_calendar(), player::start_location, player::starting_pets, player::starting_vehicle, behavior::success, start_location::surround_with_monsters(), weather_manager::temperature, trait_PROF_FERAL, calendar::turn, u, update_map(), weather_manager::update_weather(), VPFLAG_CONTROLS, tripoint::x, coords::coord_point< Point, Origin, Scale >::xy(), and tripoint::y.

◆ start_hauling()

void game::start_hauling ( const tripoint pos)

Definition at line 10401 of file game.cpp.

10402{
10403 // Find target items and quantities thereof for the new activity
10404 std::vector<item_location> target_items;
10405 std::vector<int> quantities;
10406
10407 map_stack items = m.i_at( pos );
10408 for( item &it : items ) {
10409 // Liquid cannot be picked up
10410 if( it.made_of( LIQUID ) ) {
10411 continue;
10412 }
10413 target_items.emplace_back( map_cursor( pos ), &it );
10414 // Quantity of 0 means move all
10415 quantities.push_back( 0 );
10416 }
10417
10418 if( target_items.empty() ) {
10419 // Nothing to haul
10420 return;
10421 }
10422
10423 // Whether the destination is inside a vehicle (not supported)
10424 const bool to_vehicle = false;
10425 // Destination relative to the player
10426 const tripoint relative_destination{};
10427
10429 target_items,
10430 quantities,
10431 to_vehicle,
10432 relative_destination
10433 ) ) );
10434}

References Character::assign_activity(), map::i_at(), LIQUID, m, and u.

Referenced by vertical_move(), and walk_move().

◆ stats()

stats_tracker & game::stats ( )

Definition at line 2714 of file game.cpp.

2715{
2716 return *stats_tracker_ptr;
2717}

References stats_tracker_ptr.

Referenced by death_screen(), handle_action(), setup(), and win().

◆ swap_critters()

bool game::swap_critters ( Creature a,
Creature b 
)

Swaps positions of two creatures.

Definition at line 4761 of file game.cpp.

4762{
4763 if( &a == &b ) {
4764 // No need to do anything, but print a debugmsg anyway
4765 debugmsg( "Tried to swap %s with itself", a.disp_name() );
4766 return true;
4767 }
4768 if( critter_at( a.pos() ) != &a ) {
4769 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4770 b.disp_name(), critter_at( a.pos() )->disp_name() );
4771 return false;
4772 }
4773 if( critter_at( b.pos() ) != &b ) {
4774 debugmsg( "Tried to swap when it would cause a collision between %s and %s.",
4775 a.disp_name(), critter_at( b.pos() )->disp_name() );
4776 return false;
4777 }
4778 // Simplify by "sorting" the arguments
4779 // Only the first argument can be u
4780 // If swapping player/npc with a monster, monster is second
4781 bool a_first = a.is_player() ||
4782 ( a.is_npc() && !b.is_player() );
4783 Creature &first = a_first ? a : b;
4784 Creature &second = a_first ? b : a;
4785 // Possible options:
4786 // both first and second are monsters
4787 // second is a monster, first is a player or an npc
4788 // first is a player, second is an npc
4789 // both first and second are npcs
4790 if( first.is_monster() ) {
4791 monster *m1 = dynamic_cast< monster * >( &first );
4792 monster *m2 = dynamic_cast< monster * >( &second );
4793 if( m1 == nullptr || m2 == nullptr || m1 == m2 ) {
4794 debugmsg( "Couldn't swap two monsters" );
4795 return false;
4796 }
4797
4798 critter_tracker->swap_positions( *m1, *m2 );
4799 return true;
4800 }
4801
4802 player *u_or_npc = dynamic_cast< player * >( &first );
4803 player *other_npc = dynamic_cast< player * >( &second );
4804
4805 if( u_or_npc->in_vehicle ) {
4806 m.unboard_vehicle( u_or_npc->pos() );
4807 }
4808
4809 if( other_npc && other_npc->in_vehicle ) {
4810 m.unboard_vehicle( other_npc->pos() );
4811 }
4812
4813 tripoint temp = second.pos();
4814 second.setpos( first.pos() );
4815
4816 if( first.is_player() ) {
4817 walk_move( temp );
4818 } else {
4819 first.setpos( temp );
4820 if( m.veh_at( u_or_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4821 m.board_vehicle( u_or_npc->pos(), u_or_npc );
4822 }
4823 }
4824
4825 if( other_npc && m.veh_at( other_npc->pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
4826 m.board_vehicle( other_npc->pos(), other_npc );
4827 }
4828 return true;
4829}
virtual bool is_monster() const
Definition: creature.h:101
virtual bool is_player() const
Definition: creature.h:92
virtual void setpos(const tripoint &pos)=0
bool walk_move(const tripoint &dest, bool via_ramp=false)
Definition: game.cpp:8773
constexpr double a
Definition: magic.cpp:1030
constexpr double b
Definition: magic.cpp:1031
@ VPFLAG_BOARDABLE
Definition: veh_type.h:39

References a, b, map::board_vehicle(), critter_at(), critter_tracker, debugmsg, Character::in_vehicle, Creature::is_monster(), Creature::is_player(), m, optional_vpart_position::part_with_feature(), Creature::pos(), Character::pos(), second, Creature::setpos(), map::unboard_vehicle(), map::veh_at(), VPFLAG_BOARDABLE, and walk_move().

Referenced by npc_menu().

◆ take_screenshot() [1/2]

bool game::take_screenshot ( ) const

Saves a screenshot of the current viewport, as a PNG file.

Filesystem location is derived from the current world and character.

Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7158 of file game.cpp.

7159{
7160 popup( _( "This binary was not compiled with tiles support." ) );
7161 return false;
7162}

References _, and popup().

Referenced by do_turn().

◆ take_screenshot() [2/2]

bool game::take_screenshot ( const std::string &  file_path) const

Saves a screenshot of the current viewport, as a PNG file, to the given location.

Parameters
file_pathA full path to the file where the screenshot should be saved.
Note
: Only works for SDL/TILES (otherwise the function returns false). A window (more precisely, a viewport) must already exist and the SDL renderer must be valid.
Returns
true if the screenshot generation was successful, false otherwise.

Definition at line 7152 of file game.cpp.

7153{
7154 popup( _( "This binary was not compiled with tiles support." ) );
7155 return false;
7156}

References _, and popup().

◆ temp_exit_fullscreen()

void game::temp_exit_fullscreen ( )

Definition at line 455 of file game.cpp.

456{
457 if( fullscreen ) {
458 was_fullscreen = true;
460 } else {
461 was_fullscreen = false;
462 }
463}

References fullscreen, toggle_fullscreen(), and was_fullscreen.

Referenced by list_items_monsters(), and look_around().

◆ toggle_debug_hour_timer()

void game::toggle_debug_hour_timer ( )

Definition at line 11223 of file game.cpp.

11224{
11226}

References game::debug_hour_timer::toggle().

Referenced by handle_action(), and look_around().

◆ toggle_fullscreen()

void game::toggle_fullscreen ( )

Definition at line 408 of file game.cpp.

409{
410#if !defined(TILES)
413#else
414 toggle_fullscreen_window();
415#endif
416}

References fullscreen, and mark_main_ui_adaptor_resize().

Referenced by handle_action(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ toggle_gate()

void game::toggle_gate ( const tripoint p)

Definition at line 5130 of file game.cpp.

5131{
5132 gates::toggle_gate( p, u );
5133}
void toggle_gate(const tripoint &pos, player &p)
opens/closes the gate via player's activity
Definition: gates.cpp:236

References gates::toggle_gate(), and u.

◆ toggle_pixel_minimap()

void game::toggle_pixel_minimap ( )

Definition at line 418 of file game.cpp.

419{
420#if defined(TILES)
422 clear_window_area( w_pixel_minimap );
423 }
426#endif // TILES
427}

References mark_main_ui_adaptor_resize(), pixel_minimap_option, and w_pixel_minimap.

Referenced by handle_action(), and look_around().

◆ try_get_left_click_action()

bool game::try_get_left_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2294 of file game.cpp.

2295{
2296 bool new_destination = true;
2297 if( !destination_preview.empty() ) {
2298 auto &final_destination = destination_preview.back();
2299 if( final_destination.x == mouse_target.x && final_destination.y == mouse_target.y ) {
2300 // Second click
2301 new_destination = false;
2303 destination_preview.clear();
2305 if( act == ACTION_NULL ) {
2306 // Something went wrong
2308 return false;
2309 }
2310 }
2311 }
2312
2313 if( new_destination ) {
2315 u.get_path_avoid() );
2316 return false;
2317 }
2318
2319 return true;
2320}

References act, ACTION_NULL, Character::clear_destination(), destination_preview, Character::get_next_auto_move_direction(), Character::get_path_avoid(), Character::get_pathfinding_settings(), m, Character::pos(), map::route(), Character::set_destination(), u, tripoint::x, and tripoint::y.

Referenced by handle_action().

◆ try_get_right_click_action()

bool game::try_get_right_click_action ( action_id act,
const tripoint mouse_target 
)
private

Definition at line 2322 of file game.cpp.

2323{
2324 const bool cleared_destination = !destination_preview.empty();
2326 destination_preview.clear();
2327
2328 if( cleared_destination ) {
2329 // Produce no-op if auto-move had just been cleared on this action
2330 // e.g. from a previous single left mouse click. This has the effect
2331 // of right-click canceling an auto-move before it is initiated.
2332 return false;
2333 }
2334
2335 const bool is_adjacent = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 1;
2336 const bool is_self = square_dist( mouse_target.xy(), point( u.posx(), u.posy() ) ) <= 0;
2337 if( const monster *const mon = critter_at<monster>( mouse_target ) ) {
2338 if( !u.sees( *mon ) ) {
2339 add_msg( _( "Nothing relevant here." ) );
2340 return false;
2341 }
2342
2343 if( !u.primary_weapon().is_gun() ) {
2344 add_msg( m_info, _( "You are not wielding a ranged weapon." ) );
2345 return false;
2346 }
2347
2348 // TODO: Add weapon range check. This requires weapon to be reloaded.
2349
2350 act = ACTION_FIRE;
2351 } else if( is_adjacent &&
2352 m.close_door( tripoint( mouse_target.xy(), u.posz() ), !m.is_outside( u.pos() ),
2353 true ) ) {
2354 act = ACTION_CLOSE;
2355 } else if( is_self ) {
2357 } else if( is_adjacent ) {
2359 } else {
2360 add_msg( _( "Nothing relevant here." ) );
2361 return false;
2362 }
2363
2364 return true;
2365}
bool close_door(const tripoint &p, bool inside, bool check_only)
Definition: map.cpp:4093
static bool is_adjacent(const monster &z, const Creature &target)

References _, act, ACTION_CLOSE, ACTION_EXAMINE, ACTION_FIRE, ACTION_PICKUP, add_msg(), Character::clear_destination(), map::close_door(), destination_preview, is_adjacent(), item::is_gun(), map::is_outside(), m, m_info, Character::pos(), Character::posx(), Character::posy(), Character::posz(), Character::primary_weapon(), Character::sees(), square_dist(), u, and tripoint::xy().

Referenced by handle_action().

◆ unload_npcs()

void game::unload_npcs ( )
private

Unloads all NPCs.

If you call this you must later call load_npcs, lest caches get rather confused. The tests used to call this a lot when they shouldn't. It is now private to reduce the chance of similar problems in the future.

Definition at line 869 of file game.cpp.

870{
871 for( const auto &npc : active_npc ) {
872 npc->on_unload();
873 }
874
875 active_npc.clear();
876}
void on_unload()
Do some cleanup and caching as npc is being unloaded from map.
Definition: npc.cpp:2667

References active_npc, and npc::on_unload().

Referenced by place_player_overmap(), and reload_npcs().

◆ unserialize()

void game::unserialize ( std::istream &  fin)

Definition at line 167 of file savegame.cpp.

168{
169 chkversion( fin );
170 int tmpturn = 0;
171 int tmpcalstart = 0;
172 int tmprun = 0;
173 tripoint lev;
174 point com;
175 JsonIn jsin( fin );
176 try {
177 JsonObject data = jsin.get_object();
178
179 data.read( "turn", tmpturn );
180 data.read( "calendar_start", tmpcalstart );
182 calendar_config._initial_season = static_cast<season_type>( data.get_int( "initial_season",
183 static_cast<int>( SPRING ) ) );
184 // 0.E stable
185 if( savegame_loading_version < 26 ) {
186 tmpturn *= 6;
187 tmpcalstart *= 6;
188 }
191 tmpcalstart );
192
193 if( !data.read( "game_start", calendar_config._start_of_game ) ) {
195 }
196
197 data.read( "auto_travel_mode", auto_travel_mode );
198 data.read( "run_mode", tmprun );
199 data.read( "mostseen", mostseen );
200 data.read( "levx", lev.x );
201 data.read( "levy", lev.y );
202 data.read( "levz", lev.z );
203 data.read( "om_x", com.x );
204 data.read( "om_y", com.y );
205
206 load_map(
207 tripoint( lev.x + com.x * OMAPX * 2, lev.y + com.y * OMAPY * 2, lev.z ),
208 /*pump_events=*/true
209 );
210
211 safe_mode = static_cast<safe_mode_type>( tmprun );
212 if( get_option<bool>( "SAFEMODE" ) && safe_mode == SAFE_MODE_OFF ) {
214 }
215
216 std::string linebuff;
217 std::string linebuf;
218 if( data.read( "grscent", linebuf ) && data.read( "typescent", linebuff ) ) {
219 scent.deserialize( linebuf );
220 scent.deserialize( linebuff, true );
221 } else {
222 scent.reset();
223 }
224 data.read( "active_monsters", *critter_tracker );
225
226 coming_to_stairs.clear();
227 for( auto elem : data.get_array( "stair_monsters" ) ) {
228 monster stairtmp;
229 elem.read( stairtmp );
230 coming_to_stairs.push_back( stairtmp );
231 }
232
233 if( data.has_object( "kill_tracker" ) ) {
234 data.read( "kill_tracker", *kill_tracker_ptr );
235 } else {
236 // Legacy support for when kills were stored directly in game
237 std::map<mtype_id, int> kills;
238 std::vector<std::string> npc_kills;
239 for( const JsonMember member : data.get_object( "kills" ) ) {
240 kills[mtype_id( member.name() )] = member.get_int();
241 }
242
243 for( const std::string npc_name : data.get_array( "npc_kills" ) ) {
244 npc_kills.push_back( npc_name );
245 }
246
247 kill_tracker_ptr->reset( kills, npc_kills );
248 }
249
250 data.read( "player", u );
252 data.read( "stats_tracker", *stats_tracker_ptr );
253 data.read( "achievements_tracker", *achievements_tracker_ptr );
254 data.read( "token_provider", token_provider_ptr );
256 Messages::deserialize( data );
257
258 } catch( const JsonError &jsonerr ) {
259 debugmsg( "Bad save json\n%s", jsonerr.c_str() );
260 return;
261 }
262}
season_type
Real world seasons.
Definition: calendar.h:17
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:429
bool has_object(const std::string &name) const
Definition: json.cpp:493
JsonArray get_array(const std::string &name) const
Definition: json.cpp:400
int get_int(const std::string &name) const
Definition: json.cpp:350
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:941
void deserialize(const std::string &data, bool is_type=false)
Definition: savegame.cpp:264
safe_mode_type
Definition: game.h:76
static constexpr int OMAPY
static constexpr int OMAPX
Size of the overmap.
void deserialize(const JsonObject &json)
Definition: messages.cpp:330
std::string member
Definition: mapgen.cpp:410
static void chkversion(std::istream &fin)
Definition: savegame.cpp:148
int savegame_loading_version
Definition: savegame.cpp:64

References calendar_config::_initial_season, calendar_config::_start_of_cataclysm, calendar_config::_start_of_game, achievements_tracker_ptr, auto_travel_mode, JsonError::c_str(), chkversion(), coming_to_stairs, calendar::config, critter_tracker, debugmsg, Messages::deserialize(), scent_map::deserialize(), time_duration::from_turns(), JsonObject::get_array(), JsonObject::get_int(), JsonIn::get_object(), JsonObject::get_object(), JsonObject::has_object(), inp_mngr, kill_tracker_ptr, load_map(), mapgen_defer::member, mostseen, mtype_id, OMAPX, OMAPY, input_manager::pump_events(), JsonObject::read(), scent_map::reset(), safe_mode, SAFE_MODE_OFF, SAFE_MODE_ON, savegame_loading_version, scent, SPRING, stats_tracker_ptr, token_provider_ptr, calendar::turn, calendar::turn_zero, u, point::x, tripoint::x, point::y, tripoint::y, and tripoint::z.

Referenced by load().

◆ unserialize_master()

void game::unserialize_master ( std::istream &  fin)

Definition at line 1193 of file savegame.cpp.

1194{
1196 chkversion( fin );
1197 if( savegame_loading_version < 11 ) {
1198 std::unique_ptr<static_popup>popup = std::make_unique<static_popup>();
1199 popup->message(
1200 _( "Cannot find loader for save data in old version %d, attempting to load as current version %d." ),
1204 }
1205 try {
1206 // single-pass parsing example
1207 JsonIn jsin( fin );
1208 jsin.start_object();
1209 while( !jsin.end_object() ) {
1210 std::string name = jsin.get_member_name();
1211 if( name == "next_mission_id" ) {
1212 next_mission_id = jsin.get_int();
1213 } else if( name == "next_npc_id" ) {
1214 next_npc_id.deserialize( jsin );
1215 } else if( name == "active_missions" ) {
1217 } else if( name == "factions" ) {
1218 jsin.read( *faction_manager_ptr );
1219 } else if( name == "seed" ) {
1220 jsin.read( seed );
1221 } else if( name == "weather" ) {
1222 JsonObject w = jsin.get_object();
1223 w.read( "lightning", get_weather().lightning_active );
1224 } else {
1225 // silently ignore anything else
1226 jsin.skip_value();
1227 }
1228 }
1229 } catch( const JsonError &e ) {
1230 debugmsg( "error loading %s: %s", SAVE_MASTER, e.c_str() );
1231 }
1232}
void deserialize(JsonIn &)
static void unserialize_all(JsonIn &jsin)
Definition: savegame.cpp:1183

References _, JsonError::c_str(), chkversion(), debugmsg, character_id::deserialize(), JsonIn::end_object(), faction_manager_ptr, JsonIn::get_int(), JsonIn::get_member_name(), JsonIn::get_object(), get_weather, om_direction::name(), next_mission_id, next_npc_id, popup(), JsonIn::read(), JsonObject::read(), ui_manager::redraw(), refresh_display(), SAVE_MASTER(), savegame_loading_version, savegame_version, seed, JsonIn::skip_value(), JsonIn::start_object(), and mission::unserialize_all().

Referenced by load_master().

◆ update_map() [1/2]

point game::update_map ( int &  x,
int &  y 
)

Definition at line 10669 of file game.cpp.

10670{
10671 point shift;
10672
10673 while( x < HALF_MAPSIZE_X ) {
10674 x += SEEX;
10675 shift.x--;
10676 }
10677 while( x >= HALF_MAPSIZE_X + SEEX ) {
10678 x -= SEEX;
10679 shift.x++;
10680 }
10681 while( y < HALF_MAPSIZE_Y ) {
10682 y += SEEY;
10683 shift.y--;
10684 }
10685 while( y >= HALF_MAPSIZE_Y + SEEY ) {
10686 y -= SEEY;
10687 shift.y++;
10688 }
10689
10690 if( shift == point_zero ) {
10691 // adjust player position
10692 u.setpos( tripoint( x, y, get_levz() ) );
10693 // Update what parts of the world map we can see
10694 // We need this call because even if the map hasn't shifted we may have changed z-level and can now see farther
10695 // TODO: only make this call if we changed z-level
10697 // Not actually shifting the submaps, all the stuff below would do nothing
10698 return point_zero;
10699 }
10700
10701 // this handles loading/unloading submaps that have scrolled on or off the viewport
10702 // NOLINTNEXTLINE(cata-use-named-point-constants)
10703 inclusive_rectangle<point> size_1( point( -1, -1 ), point( 1, 1 ) );
10704 point remaining_shift = shift;
10705 while( remaining_shift != point_zero ) {
10706 point this_shift = clamp( remaining_shift, size_1 );
10707 m.shift( this_shift );
10708 remaining_shift -= this_shift;
10709 }
10710
10711 grid_tracker_ptr->load( m );
10712
10713 // Shift monsters
10714 shift_monsters( tripoint( shift, 0 ) );
10715 const point shift_ms = sm_to_ms_copy( shift );
10716 u.shift_destination( -shift_ms );
10717
10718 // Shift NPCs
10719 for( auto it = active_npc.begin(); it != active_npc.end(); ) {
10720 ( *it )->shift( shift );
10721 if( ( *it )->posx() < 0 - SEEX * 2 || ( *it )->posy() < 0 - SEEX * 2 ||
10722 ( *it )->posx() > SEEX * ( MAPSIZE + 2 ) || ( *it )->posy() > SEEY * ( MAPSIZE + 2 ) ) {
10723 //Remove the npc from the active list. It remains in the overmap list.
10724 ( *it )->on_unload();
10725 it = active_npc.erase( it );
10726 } else {
10727 it++;
10728 }
10729 }
10730
10731 scent.shift( shift_ms );
10732
10733 // Also ensure the player is on current z-level
10734 // get_levz() should later be removed, when there is no longer such a thing
10735 // as "current z-level"
10736 u.setpos( tripoint( x, y, get_levz() ) );
10737
10738 // Only do the loading after all coordinates have been shifted.
10739
10740 // Check for overmap saved npcs that should now come into view.
10741 // Put those in the active list.
10742 load_npcs();
10743
10744 // Make sure map cache is consistent since it may have shifted.
10745 if( m.has_zlevels() ) {
10746 for( int zlev = -OVERMAP_DEPTH; zlev <= OVERMAP_HEIGHT; ++zlev ) {
10747 m.invalidate_map_cache( zlev );
10748 }
10749 } else {
10751 }
10753
10754 // Spawn monsters if appropriate
10755 // This call will generate new monsters in addition to loading, so it's placed after NPC loading
10756 m.spawn_monsters( false ); // Static monsters
10757
10758 // Update what parts of the world map we can see
10760
10761 return shift;
10762}
void shift_destination(point shift)
void shift_monsters(const tripoint &shift)
Shift all active monsters, the shift vector is the number of shifted submaps.
Definition: game.cpp:11038
void shift(point s)
Shift the map along the vector s.
Definition: map.cpp:6899
void shift(point sm_shift)
Definition: scent_map.cpp:82
point sm_to_ms_copy(point p)
static constexpr int HALF_MAPSIZE_Y
static constexpr int HALF_MAPSIZE_X

References active_npc, map::build_map_cache(), clamp(), get_levz(), grid_tracker_ptr, HALF_MAPSIZE_X, HALF_MAPSIZE_Y, map::has_zlevels(), map::invalidate_map_cache(), load_npcs(), m, MAPSIZE, OVERMAP_DEPTH, OVERMAP_HEIGHT, point_zero, scent, SEEX, SEEY, Character::setpos(), map::shift(), scent_map::shift(), Character::shift_destination(), shift_monsters(), sm_to_ms_copy(), map::spawn_monsters(), u, update_overmap_seen(), point::x, and point::y.

◆ update_map() [2/2]

point game::update_map ( player p)

Definition at line 10663 of file game.cpp.

10664{
10665 point p2( p.posx(), p.posy() );
10666 return update_map( p2.x, p2.y );
10667}

References Character::posx(), Character::posy(), update_map(), point::x, and point::y.

Referenced by fling_creature(), load(), place_player(), start_game(), update_map(), and vertical_move().

◆ update_overmap_seen()

void game::update_overmap_seen ( )

Definition at line 10764 of file game.cpp.

10765{
10766 const tripoint_abs_omt ompos = u.global_omt_location();
10767 const int dist = u.overmap_sight_range( light_level( u.posz() ) );
10768 const int dist_squared = dist * dist;
10769 // We can always see where we're standing
10770 overmap_buffer.set_seen( ompos, true );
10771 for( const tripoint_abs_omt &p : points_in_radius( ompos, dist ) ) {
10772 const point_rel_omt delta = p.xy() - ompos.xy();
10773 const int h_squared = delta.x() * delta.x() + delta.y() * delta.y();
10774 if( trigdist && h_squared > dist_squared ) {
10775 continue;
10776 }
10777 if( delta == point_rel_omt() ) {
10778 // 1. This case is already handled outside of the loop
10779 // 2. Calculating multiplier would cause division by zero
10780 continue;
10781 }
10782 // If circular distances are enabled, scale overmap distances by the diagonality of the sight line.
10783 point abs_delta = delta.raw().abs();
10784 int max_delta = std::max( abs_delta.x, abs_delta.y );
10785 const float multiplier = trigdist ? std::sqrt( h_squared ) / max_delta : 1;
10786 const std::vector<tripoint_abs_omt> line = line_to( ompos, p );
10787 float sight_points = dist;
10788 for( auto it = line.begin();
10789 it != line.end() && sight_points >= 0; ++it ) {
10790 const oter_id &ter = overmap_buffer.ter( *it );
10791 sight_points -= static_cast<int>( ter->get_see_cost() ) * multiplier;
10792 }
10793 if( sight_points >= 0 ) {
10794 tripoint_abs_omt seen( p );
10795 do {
10796 overmap_buffer.set_seen( seen, true );
10797 --seen.z();
10798 } while( seen.z() >= 0 );
10799 }
10800 }
10801}
bool trigdist
Circular distances.
int overmap_sight_range(int light_level) const
Returns the distance the player can see on the overmap.
Definition: character.cpp:656
constexpr Point & raw()
Definition: coordinates.h:111
void set_seen(const tripoint_abs_omt &p, bool seen=true)
coords::coord_point< point, coords::origin::relative, coords::omt > point_rel_omt
Definition: coordinates.h:478
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), Character::global_omt_location(), light_level(), line(), line_to(), overmap_buffer, Character::overmap_sight_range(), points_in_radius(), Character::posz(), coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::set_seen(), overmapbuffer::ter(), trigdist, u, coords::coord_point< Point, Origin, Scale >::x(), point::x, coords::coord_point< Point, Origin, Scale >::xy(), coords::coord_point< Point, Origin, Scale >::y(), point::y, and coords::coord_point< Point, Origin, Scale >::z().

Referenced by place_player_overmap(), and update_map().

◆ update_stair_monsters()

void game::update_stair_monsters ( )
private
Dodge reduces chance of being downed when pushed off the stairs

Definition at line 10816 of file game.cpp.

10817{
10818 // Search for the stairs closest to the player.
10819 std::vector<int> stairx;
10820 std::vector<int> stairy;
10821 std::vector<int> stairdist;
10822
10823 const bool from_below = monstairz < get_levz();
10824
10825 if( coming_to_stairs.empty() ) {
10826 return;
10827 }
10828
10829 if( m.has_zlevels() ) {
10830 debugmsg( "%d monsters coming to stairs on a map with z-levels",
10831 coming_to_stairs.size() );
10832 coming_to_stairs.clear();
10833 }
10834
10835 for( const tripoint &dest : m.points_on_zlevel( u.posz() ) ) {
10836 if( ( from_below && m.has_flag( "GOES_DOWN", dest ) ) ||
10837 ( !from_below && m.has_flag( "GOES_UP", dest ) ) ) {
10838 stairx.push_back( dest.x );
10839 stairy.push_back( dest.y );
10840 stairdist.push_back( rl_dist( dest, u.pos() ) );
10841 }
10842 }
10843 if( stairdist.empty() ) {
10844 return; // Found no stairs?
10845 }
10846
10847 // Find closest stairs.
10848 size_t si = 0;
10849 for( size_t i = 0; i < stairdist.size(); i++ ) {
10850 if( stairdist[i] < stairdist[si] ) {
10851 si = i;
10852 }
10853 }
10854
10855 // Find up to 4 stairs for distance stairdist[si] +1
10856 std::vector<int> nearest;
10857 nearest.push_back( si );
10858 for( size_t i = 0; i < stairdist.size() && nearest.size() < 4; i++ ) {
10859 if( ( i != si ) && ( stairdist[i] <= stairdist[si] + 1 ) ) {
10860 nearest.push_back( i );
10861 }
10862 }
10863 // Randomize the stair choice
10864 si = random_entry_ref( nearest );
10865
10866 // Attempt to spawn zombies.
10867 for( size_t i = 0; i < coming_to_stairs.size(); i++ ) {
10868 point mpos( stairx[si], stairy[si] );
10869 monster &critter = coming_to_stairs[i];
10870 const tripoint dest {
10871 mpos, g->get_levz()
10872 };
10873
10874 // We might be not be visible.
10875 if( ( critter.posx() < 0 - ( MAPSIZE_X ) / 6 ||
10876 critter.posy() < 0 - ( MAPSIZE_Y ) / 6 ||
10877 critter.posx() > ( MAPSIZE_X * 7 ) / 6 ||
10878 critter.posy() > ( MAPSIZE_Y * 7 ) / 6 ) ) {
10879 continue;
10880 }
10881
10882 critter.staircount -= 4;
10883 // Let the player know zombies are trying to come.
10884 if( u.sees( dest ) ) {
10885 std::string dump;
10886 if( critter.staircount > 4 ) {
10887 dump += string_format( _( "You see a %s on the stairs" ), critter.name() );
10888 } else {
10889 if( critter.staircount > 0 ) {
10890 dump += ( from_below ?
10891 //~ The <monster> is almost at the <bottom/top> of the <terrain type>!
10892 string_format( _( "The %1$s is almost at the top of the %2$s!" ),
10893 critter.name(),
10894 m.tername( dest ) ) :
10895 string_format( _( "The %1$s is almost at the bottom of the %2$s!" ),
10896 critter.name(),
10897 m.tername( dest ) ) );
10898 }
10899 }
10900
10901 add_msg( m_warning, dump );
10902 } else {
10904 _( "a sound nearby from the stairs!" ), true, "misc", "stairs_movement" );
10905 }
10906
10907 if( critter.staircount > 0 ) {
10908 continue;
10909 }
10910
10911 if( is_empty( dest ) ) {
10912 critter.spawn( dest );
10913 critter.staircount = 0;
10914 place_critter_at( make_shared_fast<monster>( critter ), dest );
10915 if( u.sees( dest ) ) {
10916 if( !from_below ) {
10917 add_msg( m_warning, _( "The %1$s comes down the %2$s!" ),
10918 critter.name(),
10919 m.tername( dest ) );
10920 } else {
10921 add_msg( m_warning, _( "The %1$s comes up the %2$s!" ),
10922 critter.name(),
10923 m.tername( dest ) );
10924 }
10925 }
10926 coming_to_stairs.erase( coming_to_stairs.begin() + i );
10927 continue;
10928 } else if( u.pos() == dest ) {
10929 // Monster attempts to push player of stairs
10931 int tries = 0;
10932
10933 // the critter is now right on top of you and will attack unless
10934 // it can find a square to push you into with one of his tries.
10935 const int creature_push_attempts = 9;
10936 const int player_throw_resist_chance = 3;
10937
10938 critter.spawn( dest );
10939 while( tries < creature_push_attempts ) {
10940 tries++;
10941 push.x = rng( -1, 1 );
10942 push.y = rng( -1, 1 );
10943 point ipos( mpos + push );
10944 tripoint pos( ipos, get_levz() );
10945 if( ( push.x != 0 || push.y != 0 ) && !critter_at( pos ) &&
10946 critter.can_move_to( pos ) ) {
10947 bool resiststhrow = ( u.is_throw_immune() ) ||
10949 if( resiststhrow && one_in( player_throw_resist_chance ) ) {
10950 u.moves -= 25; // small charge for avoiding the push altogether
10951 add_msg( _( "The %s fails to push you back!" ),
10952 critter.name() );
10953 return; //judo or leg brace prevent you from getting pushed at all
10954 }
10955 // Not accounting for tentacles latching on, so..
10956 // Something is about to happen, lets charge half a move
10957 u.moves -= 50;
10958 if( resiststhrow && ( u.is_throw_immune() ) ) {
10959 //we have a judoka who isn't getting pushed but counterattacking now.
10960 mattack::thrown_by_judo( &critter );
10961 return;
10962 }
10963 std::string msg;
10964 ///\EFFECT_DODGE reduces chance of being downed when pushed off the stairs
10965 if( !( resiststhrow ) && ( u.get_dodge() + rng( 0, 3 ) < 12 ) ) {
10966 // dodge 12 - never get downed
10967 // 11.. avoid 75%; 10.. avoid 50%; 9.. avoid 25%
10968 u.add_effect( effect_downed, 2_turns );
10969 msg = _( "The %s pushed you back hard!" );
10970 } else {
10971 msg = _( "The %s pushed you back!" );
10972 }
10973 add_msg( m_warning, msg.c_str(), critter.name() );
10974 u.setx( u.posx() + push.x );
10975 u.sety( u.posy() + push.y );
10976 return;
10977 }
10978 }
10980 _( "The %s tried to push you back but failed! It attacks you!" ),
10981 critter.name() );
10982 critter.melee_attack( u );
10983 u.moves -= 50;
10984 return;
10985 } else if( monster *const mon_ptr = critter_at<monster>( dest ) ) {
10986 // Monster attempts to displace a monster from the stairs
10987 monster &other = *mon_ptr;
10988 critter.spawn( dest );
10989
10990 // the critter is now right on top of another and will push it
10991 // if it can find a square to push it into inside of his tries.
10992 const int creature_push_attempts = 9;
10993 const int creature_throw_resist = 4;
10994
10995 int tries = 0;
10996 point push2;
10997 while( tries < creature_push_attempts ) {
10998 tries++;
10999 push2.x = rng( -1, 1 );
11000 push2.y = rng( -1, 1 );
11001 point ipos2( mpos + push2 );
11002 tripoint pos( ipos2, get_levz() );
11003 if( ( push2.x == 0 && push2.y == 0 ) || ( ( ipos2.x == u.posx() ) && ( ipos2.y == u.posy() ) ) ) {
11004 continue;
11005 }
11006 if( !critter_at( pos ) && other.can_move_to( pos ) ) {
11007 other.setpos( tripoint( ipos2, get_levz() ) );
11008 other.moves -= 50;
11009 std::string msg;
11010 if( one_in( creature_throw_resist ) ) {
11011 other.add_effect( effect_downed, 2_turns );
11012 msg = _( "The %1$s pushed the %2$s hard." );
11013 } else {
11014 msg = _( "The %1$s pushed the %2$s." );
11015 }
11016 add_msg( m_neutral, msg, critter.name(), other.name() );
11017 return;
11018 }
11019 }
11020 return;
11021 }
11022 }
11023}
void setx(int x)
Definition: character.h:806
void sety(int y)
Definition: character.h:809
bool is_throw_immune() const
Returns true if the player is immune to throws.
float get_dodge() const override
Definition: melee.cpp:866
int monstairz
Definition: game.h:983
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8775
bool can_move_to(const tripoint &p) const
Checks whether we can move to/through p.
Definition: monmove.cpp:260
int posy() const override
Definition: monster.h:498
void melee_attack(Creature &target)
Definition: monster.cpp:1414
int staircount
Definition: monster.h:509
void spawn(const tripoint &p)
Definition: monster.cpp:478
int posx() const override
Definition: monster.h:495
bool thrown_by_judo(monster *z)
Definition: monattack.cpp:4675
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149

References _, Creature::add_effect(), add_msg(), monster::can_move_to(), coming_to_stairs, critter_at(), debugmsg, effect_downed, g, Character::get_dodge(), get_levz(), map::has_flag(), Character::has_trait(), map::has_zlevels(), is_empty(), Character::is_throw_immune(), m, m_neutral, m_warning, MAPSIZE_X, MAPSIZE_Y, monster::melee_attack(), monstairz, sounds::movement, Creature::moves, monster::name(), one_in(), other, place_critter_at(), point_north_west, map::points_on_zlevel(), Character::pos(), Character::posx(), monster::posx(), Character::posy(), monster::posy(), Character::posz(), monexamine::push(), random_entry_ref(), rl_dist(), rng(), Character::sees(), Character::setx(), Character::sety(), sounds::sound(), monster::spawn(), monster::staircount, string_format(), map::tername(), mattack::thrown_by_judo(), trait_LEG_TENT_BRACE, u, point::x, and point::y.

Referenced by do_turn(), and vertical_move().

◆ update_zombie_pos()

bool game::update_zombie_pos ( const monster critter,
const tripoint pos 
)

Redirects to the creature_tracker update_pos() function.

Definition at line 4712 of file game.cpp.

4713{
4714 return critter_tracker->update_pos( critter, pos );
4715}

References critter_tracker.

◆ use_computer()

void game::use_computer ( const tripoint p)

Checks to see if a player can use a computer (not illiterate, etc.) and uses if able.

Definition at line 4495 of file game.cpp.

4496{
4497 if( u.has_trait( trait_id( "ILLITERATE" ) ) ) {
4498 add_msg( m_info, _( "You can not read a computer screen!" ) );
4499 return;
4500 }
4501 if( u.is_blind() ) {
4502 // we don't have screen readers in game
4503 add_msg( m_info, _( "You can not see a computer screen!" ) );
4504 return;
4505 }
4506 if( u.has_trait( trait_id( "HYPEROPIC" ) ) && !u.worn_with_flag( "FIX_FARSIGHT" ) &&
4507 !u.has_effect( effect_contacts ) && !u.has_bionic( bionic_id( "bio_eye_optic" ) ) ) {
4508 add_msg( m_info, _( "You'll need to put on reading glasses before you can see the screen." ) );
4509 return;
4510 }
4511
4512 computer *used = m.computer_at( p );
4513
4514 if( used == nullptr ) {
4515 if( m.has_flag( "CONSOLE", p ) ) { //Console without map data
4516 add_msg( m_bad, _( "The console doesn't display anything coherent." ) );
4517 } else {
4518 debugmsg( "Tried to use computer at %s - none there", p.to_string() );
4519 }
4520 return;
4521 }
4522
4523 computer_session( *used ).use();
4524}
void use()
Handles player use of a computer.
computer * computer_at(const tripoint &p)
Definition: map.cpp:5674
static const efftype_id effect_contacts("contacts")

References _, add_msg(), map::computer_at(), debugmsg, effect_contacts, Character::has_bionic(), Creature::has_effect(), map::has_flag(), Character::has_trait(), Character::is_blind(), m, m_bad, m_info, tripoint::to_string(), u, computer_session::use(), and Character::worn_with_flag().

Referenced by examine().

◆ validate_camps()

void game::validate_camps ( )

validate camps to ensure they are on the overmap list

Definition at line 1954 of file game.cpp.

1955{
1956 basecamp camp = m.hoist_submap_camp( u.pos() );
1957 if( camp.is_valid() ) {
1958 overmap_buffer.add_camp( camp );
1960 } else if( camp.camp_omt_pos() != tripoint_abs_omt() ) {
1961 std::string camp_name = _( "Faction Camp" );
1962 camp.set_name( camp_name );
1963 overmap_buffer.add_camp( camp );
1965 }
1966}
bool is_valid() const
Definition: basecamp.h:125
void set_name(const std::string &new_name)
Definition: basecamp.cpp:575
tripoint_abs_omt camp_omt_pos() const
Definition: basecamp.h:134
basecamp hoist_submap_camp(const tripoint &p)
Definition: map.cpp:5705
void remove_submap_camp(const tripoint &)
Definition: map.cpp:5700
void add_camp(const basecamp &camp)
Add Basecamp to overmapbuffer.

References _, overmapbuffer::add_camp(), basecamp::camp_omt_pos(), map::hoist_submap_camp(), basecamp::is_valid(), m, overmap_buffer, Character::pos(), map::remove_submap_camp(), basecamp::set_name(), and u.

Referenced by load().

◆ validate_linked_vehicles()

void game::validate_linked_vehicles ( )

validate towed vehicles so they get linked up again after a load

Definition at line 1896 of file game.cpp.

1897{
1898 for( auto &veh : m.get_vehicles() ) {
1899 vehicle *v = veh.v;
1902 if( other_v ) {
1903 // the other vehicle is towing us.
1904 v->tow_data.set_towing( other_v, v );
1906 }
1907 }
1908 }
1909}
tripoint other_towing_point
Definition: vehicle.h:168
bool set_towing(vehicle *tower_veh, vehicle *towed_veh)
Definition: vehicle.cpp:6119
towing_data tow_data
Definition: vehicle.h:1969

References map::get_vehicles(), m, towing_data::other_towing_point, towing_data::set_towing(), vehicle::tow_data, tripoint_zero, map::veh_at(), and veh_pointer_or_null().

Referenced by load().

◆ validate_mounted_npcs()

void game::validate_mounted_npcs ( )

Definition at line 1911 of file game.cpp.

1912{
1913 for( monster &m : all_monsters() ) {
1914 if( m.has_effect( effect_ridden ) && m.mounted_player_id.is_valid() ) {
1915 player *mounted_pl = g->critter_by_id<player>( m.mounted_player_id );
1916 if( !mounted_pl ) {
1917 // Target no longer valid.
1918 m.mounted_player_id = character_id();
1919 m.remove_effect( effect_ridden );
1920 continue;
1921 }
1922 mounted_pl->mounted_creature = shared_from( m );
1923 mounted_pl->setpos( m.pos() );
1924 mounted_pl->add_effect( effect_riding, 1_turns, num_bp );
1925 m.mounted_player = mounted_pl;
1926 }
1927 }
1928}

References Creature::add_effect(), all_monsters(), character_id, effect_ridden, effect_riding, g, m, Character::mounted_creature, num_bp, Character::setpos(), and shared_from().

Referenced by load(), and vertical_shift().

◆ validate_npc_followers()

void game::validate_npc_followers ( )

validate list of followers to account for overmap buffers

Definition at line 1930 of file game.cpp.

1931{
1932 // Make sure visible followers are in the list.
1933 const std::vector<npc *> visible_followers = get_npcs_if( [&]( const npc & guy ) {
1934 return guy.is_player_ally();
1935 } );
1936 for( npc *guy : visible_followers ) {
1937 update_faction_api( guy );
1938 add_npc_follower( guy->getID() );
1939 }
1940 // Make sure overmapbuffered NPC followers are in the list.
1941 for( const auto &temp_guy : overmap_buffer.get_npcs_near_player( 300 ) ) {
1942 npc *guy = temp_guy.get();
1943 if( guy->is_player_ally() ) {
1944 update_faction_api( guy );
1945 add_npc_follower( guy->getID() );
1946 }
1947 }
1948 // Make sure that serialized player followers sync up with game list
1949 for( const auto &temp_id : u.follower_ids ) {
1950 add_npc_follower( temp_id );
1951 }
1952}
void add_npc_follower(const character_id &id)
Add follower id to set of followers.
Definition: game.cpp:1876
static void update_faction_api(npc *guy)
Definition: game.cpp:1888

References add_npc_follower(), player::follower_ids, get_npcs_if(), overmapbuffer::get_npcs_near_player(), Character::getID(), npc::is_player_ally(), overmap_buffer, u, and update_faction_api().

Referenced by load().

◆ vertical_move()

void game::vertical_move ( int  z,
bool  force,
bool  peeking = false 
)

Moves the player vertically.

If force == true then they are falling. If peeking == true, forbids some exotic movement options

Strength increases breath-holding capacity while diving Dexterity increases chance of moving past monsters on stairs Dodge increases chance of moving past monsters on stairs Strength increases chance of moving past monsters on stairs Melee increases chance of moving past monsters on stairs

Definition at line 9989 of file game.cpp.

9990{
9991 if( u.is_mounted() ) {
9992 auto mons = u.mounted_creature.get();
9993 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
9994 if( !mons->check_mech_powered() ) {
9995 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
9996 mons->get_name() );
9997 return;
9998 }
9999 }
10000 }
10001
10002 // > and < are used for diving underwater.
10003 if( m.has_flag( "SWIMMABLE", u.pos() ) && m.has_flag( TFLAG_DEEP_WATER, u.pos() ) ) {
10004 if( movez == -1 ) {
10005 if( u.is_underwater() ) {
10006 add_msg( m_info, _( "You are already underwater!" ) );
10007 return;
10008 }
10009 if( u.worn_with_flag( "FLOTATION" ) ) {
10010 add_msg( m_info, _( "You can't dive while wearing a flotation device." ) );
10011 return;
10012 }
10013 u.set_underwater( true );
10014 ///\EFFECT_STR increases breath-holding capacity while diving
10015 u.oxygen = 30 + 2 * u.str_cur;
10016 add_msg( _( "You dive underwater!" ) );
10017 } else {
10018 if( u.swim_speed() < 500 || u.shoe_type_count( itype_swim_fins ) ) {
10019 u.set_underwater( false );
10020 add_msg( _( "You surface." ) );
10021 } else {
10022 add_msg( m_info, _( "You try to surface but can't!" ) );
10023 }
10024 }
10025 u.moves -= 100;
10026 return;
10027 }
10028
10029 // Force means we're going down, even if there's no staircase, etc.
10030 bool climbing = false;
10031 int move_cost = 100;
10032 tripoint stairs( u.posx(), u.posy(), u.posz() + movez );
10033 if( m.has_zlevels() && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10034 // Climbing
10035 if( m.has_floor_or_support( stairs ) ) {
10036 add_msg( m_info, _( "You can't climb here - there's a ceiling above your head." ) );
10037 return;
10038 }
10039
10040 std::vector<tripoint> pts;
10041 for( const auto &pt : m.points_in_radius( stairs, 1 ) ) {
10042 if( m.passable( pt ) &&
10043 m.has_floor_or_support( pt ) ) {
10044 pts.push_back( pt );
10045 }
10046 }
10047
10048
10049 const auto cost = map_funcs::climbing_cost( m, u.pos(), stairs );
10050
10051 if( !cost.has_value() ) {
10052 if( u.has_trait( trait_WEB_ROPE ) ) {
10053 if( pts.empty() ) {
10054 add_msg( m_info, _( "There is nothing above you that you can attach a web to." ) );
10055 } else if( can_use_mutation_warn( trait_WEB_ROPE, u ) ) {
10056 if( m.move_cost( u.pos() ) != 2 && m.move_cost( u.pos() ) != 3 ) {
10057 add_msg( m_info, _( "You can't spin a web rope there." ) );
10058 } else if( m.has_furn( u.pos() ) ) {
10059 add_msg( m_info, _( "There is already furniture at that location." ) );
10060 } else {
10061 if( query_yn( "Spin a rope and climb?" ) ) {
10062 add_msg( m_good, _( "You spin a rope of web." ) );
10063 m.furn_set( u.pos(), furn_str_id( "f_rope_up_web" ) );
10064 u.mod_moves( to_turns<int>( 2_seconds ) );
10066 vertical_move( movez, force, peeking );
10067 }
10068 }
10069 }
10070
10071 } else {
10072 add_msg( m_info, _( "You can't climb here - you need walls and/or furniture to brace against." ) );
10073
10074 }
10075 return;
10076
10077 }
10078
10079 if( pts.empty() ) {
10080 add_msg( m_info,
10081 _( "You can't climb here - there is no terrain above you that would support your weight." ) );
10082 return;
10083 } else {
10084 // TODO: Make it an extended action
10085 climbing = true;
10086 move_cost = cost.value();
10087
10088 const std::optional<tripoint> pnt = point_selection_menu( pts );
10089 if( !pnt ) {
10090 return;
10091 }
10092 stairs = *pnt;
10093 }
10094 }
10095
10096 if( !force && movez == -1 && !m.has_flag( "GOES_DOWN", u.pos() ) ) {
10097 add_msg( m_info, _( "You can't go down here!" ) );
10098 return;
10099 } else if( !climbing && !force && movez == 1 && !m.has_flag( "GOES_UP", u.pos() ) ) {
10100 add_msg( m_info, _( "You can't go up here!" ) );
10101 return;
10102 }
10103
10104 if( force ) {
10105 // Let go of a grabbed cart.
10106 u.grab( OBJECT_NONE );
10107 } else if( u.grab_point != tripoint_zero ) {
10108 add_msg( m_info, _( "You can't drag things up and down stairs." ) );
10109 return;
10110 }
10111
10112 // Because get_levz takes z-value from the map, it will change when vertical_shift (m.has_zlevels() == true)
10113 // is called or when the map is loaded on new z-level (== false).
10114 // This caches the z-level we start the movement on (current) and the level we're want to end.
10115 const int z_before = get_levz();
10116 const int z_after = get_levz() + movez;
10117 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10118 debugmsg( "Tried to move outside allowed range of z-levels" );
10119 return;
10120 }
10121
10122 if( !u.move_effects( false ) ) {
10123 return;
10124 }
10125
10126 // Check if there are monsters are using the stairs.
10127 bool slippedpast = false;
10128 if( !m.has_zlevels() && !coming_to_stairs.empty() && !force ) {
10129 // TODO: Allow travel if zombie couldn't reach stairs, but spawn him when we go up.
10130 add_msg( m_warning, _( "You try to use the stairs. Suddenly you are blocked by a %s!" ),
10131 coming_to_stairs[0].name() );
10132 // Roll.
10133 ///\EFFECT_DEX increases chance of moving past monsters on stairs
10134
10135 ///\EFFECT_DODGE increases chance of moving past monsters on stairs
10136 int dexroll = dice( 6, u.dex_cur + u.get_skill_level( skill_dodge ) * 2 );
10137 ///\EFFECT_STR increases chance of moving past monsters on stairs
10138
10139 ///\EFFECT_MELEE increases chance of moving past monsters on stairs
10140 int strroll = dice( 3, u.str_cur + u.get_skill_level( skill_melee ) * 1.5 );
10141 if( coming_to_stairs.size() > 4 ) {
10142 add_msg( _( "The are a lot of them on the %s!" ), m.tername( u.pos() ) );
10143 dexroll /= 4;
10144 strroll /= 2;
10145 } else if( coming_to_stairs.size() > 1 ) {
10146 add_msg( m_warning, _( "There's something else behind it!" ) );
10147 dexroll /= 2;
10148 }
10149
10150 if( dexroll < 14 || strroll < 12 ) {
10152 u.moves -= 100;
10153 return;
10154 }
10155
10156 add_msg( _( "You manage to slip past!" ) );
10157 slippedpast = true;
10158 u.moves -= 100;
10159 }
10160
10161 // Shift the map up or down
10162
10163 std::unique_ptr<map> tmp_map_ptr;
10164 if( !m.has_zlevels() ) {
10165 tmp_map_ptr = std::make_unique<map>();
10166 }
10167
10168 map &maybetmp = m.has_zlevels() ? m : *( tmp_map_ptr.get() );
10169 if( m.has_zlevels() ) {
10170 // We no longer need to shift the map here! What joy
10171 } else {
10172 maybetmp.load( tripoint( get_levx(), get_levy(), z_after ), false );
10173 }
10174
10175 // Find the corresponding staircase
10176 bool rope_ladder = false;
10177 // TODO: Remove the stairfinding, make the mapgen gen aligned maps
10178 if( !force && !climbing ) {
10179 const std::optional<tripoint> pnt = find_or_make_stairs( maybetmp, z_after, rope_ladder, peeking );
10180 if( !pnt ) {
10181 return;
10182 }
10183 stairs = *pnt;
10184 }
10185
10186 if( !force ) {
10187 monstairz = z_before;
10188 }
10189 // Save all monsters that can reach the stairs, remove them from the tracker,
10190 // then despawn the remaining monsters. Because it's a vertical shift, all
10191 // monsters are out of the bounds of the map and will despawn.
10192 shared_ptr_fast<monster> stored_mount;
10193 if( u.is_mounted() && !m.has_zlevels() ) {
10194 // Store a *copy* of the mount, so we can remove the original monster instance
10195 // from the tracker before the map shifts.
10196 // Map shifting would otherwise just despawn the mount and would later respawn it.
10197 stored_mount = make_shared_fast<monster>( *u.mounted_creature );
10199 }
10200 if( !m.has_zlevels() ) {
10201 const tripoint to = u.pos();
10202 for( monster &critter : all_monsters() ) {
10203 // if its a ladder instead of stairs - most zombies can't climb that.
10204 // unless that have a special flag to allow them to do so.
10205 if( ( m.has_flag( "DIFFICULT_Z", u.pos() ) && !critter.climbs() ) ||
10206 critter.has_effect( effect_ridden ) ||
10207 critter.has_effect( effect_tied ) ) {
10208 continue;
10209 }
10210 int turns = critter.turns_to_reach( to.xy() );
10211 if( turns < 10 && coming_to_stairs.size() < 8 && critter.will_reach( to.xy() )
10212 && !slippedpast ) {
10213 critter.staircount = 10 + turns;
10214 critter.on_unload();
10215 coming_to_stairs.push_back( critter );
10216 remove_zombie( critter );
10217 }
10218 }
10219 auto mons = critter_tracker->find( g->u.pos() );
10220 if( mons != nullptr ) {
10221 critter_tracker->remove( *mons );
10222 }
10223 shift_monsters( tripoint( 0, 0, movez ) );
10224 }
10225
10226 std::vector<shared_ptr_fast<npc>> npcs_to_bring;
10227 std::vector<monster *> monsters_following;
10228 if( !m.has_zlevels() && std::abs( movez ) == 1 ) {
10229 std::copy_if( active_npc.begin(), active_npc.end(), back_inserter( npcs_to_bring ),
10230 [this]( const shared_ptr_fast<npc> &np ) {
10231 return np->is_walking_with() && !np->is_mounted() && !np->in_sleep_state() &&
10232 rl_dist( np->pos(), u.pos() ) < 2;
10233 } );
10234 }
10235
10236 if( m.has_zlevels() && std::abs( movez ) == 1 ) {
10237 bool ladder = m.has_flag( "DIFFICULT_Z", u.pos() );
10238 for( monster &critter : all_monsters() ) {
10239 if( ladder && !critter.climbs() ) {
10240 continue;
10241 }
10242 if( critter.attack_target() == &g->u || ( !critter.has_effect( effect_ridden ) &&
10243 critter.has_effect( effect_pet ) && critter.friendly == -1 &&
10244 !critter.has_effect( effect_tied ) ) ) {
10245 monsters_following.push_back( &critter );
10246 }
10247 }
10248 }
10249
10250 if( u.is_mounted() ) {
10251 monster *crit = u.mounted_creature.get();
10252 if( crit->has_flag( MF_RIDEABLE_MECH ) ) {
10253 crit->use_mech_power( -1 );
10254 if( u.movement_mode_is( CMM_WALK ) ) {
10255 crit->use_mech_power( -2 );
10256 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
10257 crit->use_mech_power( -1 );
10258 } else if( u.movement_mode_is( CMM_RUN ) ) {
10259 crit->use_mech_power( -3 );
10260 }
10261 }
10262 } else {
10263 u.moves -= move_cost;
10264 }
10265 for( const auto &np : npcs_to_bring ) {
10266 if( np->in_vehicle ) {
10267 m.unboard_vehicle( np->pos() );
10268 }
10269 }
10270 const tripoint old_pos = g->u.pos();
10271 point submap_shift;
10272 vertical_shift( z_after );
10273 if( !force ) {
10274 submap_shift = update_map( stairs.x, stairs.y );
10275 }
10276
10277 // if an NPC or monster is on the stiars when player ascends/descends
10278 // they may end up merged on th esame tile, do some displacement to resolve that.
10279 // if, in the weird case of it not being possible to displace;
10280 // ( how did the player even manage to approach the stairs, if so? )
10281 // then nothing terrible happens, its just weird.
10282 if( critter_at<npc>( u.pos(), true ) || critter_at<monster>( u.pos(), true ) ) {
10283 std::string crit_name;
10284 bool player_displace = false;
10285 std::optional<tripoint> displace = find_empty_spot_nearby( u.pos() );
10286 if( displace.has_value() ) {
10287 npc *guy = g->critter_at<npc>( u.pos(), true );
10288 if( guy ) {
10289 crit_name = guy->get_name();
10290 tripoint old_pos = guy->pos();
10291 if( !guy->is_enemy() ) {
10292 guy->move_away_from( u.pos(), true );
10293 if( old_pos != guy->pos() ) {
10294 add_msg( _( "%s moves out of the way for you." ), guy->get_name() );
10295 }
10296 } else {
10297 player_displace = true;
10298 }
10299 }
10300 monster *mon = g->critter_at<monster>( u.pos(), true );
10301 // if the monster is ridden by the player or an NPC:
10302 // Dont displace them. If they are mounted by a friendly NPC,
10303 // then the NPC will already have been displaced just above.
10304 // if they are ridden by the player, we want them to coexist on same tile
10305 if( mon && !mon->mounted_player ) {
10306 crit_name = mon->get_name();
10307 if( mon->friendly == -1 ) {
10308 mon->setpos( *displace );
10309 add_msg( _( "Your %s moves out of the way for you." ), mon->get_name() );
10310 } else {
10311 player_displace = true;
10312 }
10313 }
10314 if( player_displace ) {
10315 u.setpos( *displace );
10316 u.moves -= 20;
10317 add_msg( _( "You push past %s blocking the way." ), crit_name );
10318 }
10319 } else {
10320 debugmsg( "Failed to find a spot to displace into." );
10321 }
10322 }
10323
10324 // Now that we know the player's destination position, we can move their mount as well
10325 if( u.is_mounted() ) {
10326 if( stored_mount ) {
10327 assert( !m.has_zlevels() );
10328 stored_mount->spawn( g->u.pos() );
10329 if( critter_tracker->add( stored_mount ) ) {
10330 u.mounted_creature = stored_mount;
10331 }
10332 } else {
10333 u.mounted_creature->setpos( g->u.pos() );
10334 }
10335 }
10336
10337 if( !npcs_to_bring.empty() ) {
10338 // Would look nicer randomly scrambled
10339 std::vector<tripoint> candidates = closest_points_first( u.pos(), 1 );
10340 candidates.erase( std::remove_if( candidates.begin(), candidates.end(),
10341 [this]( const tripoint & c ) {
10342 return !is_empty( c );
10343 } ), candidates.end() );
10344
10345 for( const auto &np : npcs_to_bring ) {
10346 const auto found = std::find_if( candidates.begin(), candidates.end(),
10347 [this, np]( const tripoint & c ) {
10348 return !np->is_dangerous_fields( m.field_at( c ) ) && m.tr_at( c ).is_benign();
10349 } );
10350 if( found != candidates.end() ) {
10351 // TODO: De-uglify
10352 np->setpos( *found );
10353 np->place_on_map();
10354 np->setpos( *found );
10355 candidates.erase( found );
10356 }
10357
10358 if( candidates.empty() ) {
10359 break;
10360 }
10361 }
10362
10363 reload_npcs();
10364 }
10365
10366 // This ugly check is here because of stair teleport bullshit
10367 // TODO: Remove stair teleport bullshit
10368 if( rl_dist( g->u.pos(), old_pos ) <= 1 ) {
10369 for( monster *m : monsters_following ) {
10370 m->set_dest( g->u.pos() );
10371 }
10372 }
10373
10374 if( rope_ladder ) {
10375 m.ter_set( u.pos(), t_rope_up );
10376 }
10377
10378 if( m.ter( stairs ) == t_manhole_cover ) {
10379 m.spawn_item( stairs + point( rng( -1, 1 ), rng( -1, 1 ) ), itype_manhole_cover );
10380 m.ter_set( stairs, t_manhole );
10381 }
10382
10383 // Wouldn't work and may do strange things
10384 if( u.is_hauling() && !m.has_zlevels() ) {
10385 add_msg( _( "You cannot haul items here." ) );
10386 u.stop_hauling();
10387 }
10388
10389 if( u.is_hauling() ) {
10390 const tripoint adjusted_pos = old_pos - sm_to_ms_copy( submap_shift );
10391 start_hauling( adjusted_pos );
10392 }
10393
10394 m.invalidate_map_cache( g->get_levz() );
10395 // Upon force movement, traps can not be avoided.
10396 m.creature_on_trap( u, !force );
10397
10399}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
@ CMM_WALK
Definition: character.h:109
@ CMM_CROUCH
Definition: character.h:111
bool move_effects(bool attacking) override
Processes effects which may prevent the Character from moving (bear traps, crushed,...
Definition: character.cpp:1473
int swim_speed() const
Returns the player's speed for swimming across water tiles.
Definition: character.cpp:815
int oxygen
Definition: character.h:1593
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1698
int shoe_type_count(const itype_id &it) const
Returns 1 if the player is wearing an item of that count on one foot, 2 if on both,...
Definition: character.cpp:8945
std::string get_name() const override
Definition: character.cpp:5997
void set_underwater(bool x) override
void start_hauling(const tripoint &pos)
Definition: game.cpp:10401
std::optional< tripoint > find_or_make_stairs(map &mp, int z_after, bool &rope_ladder, bool peeking)
Returns the other end of the stairs (if any).
Definition: game.cpp:10436
bool use_mech_power(int amt)
Definition: monster.cpp:2435
Character * mounted_player
Definition: monster.h:458
static const efftype_id effect_tied("tied")
static const itype_id itype_manhole_cover("manhole_cover")
static std::optional< tripoint > point_selection_menu(const std::vector< tripoint > &pts)
Definition: game.cpp:9939
static const skill_id skill_melee("melee")
static const itype_id itype_swim_fins("swim_fins")
static const trait_id trait_WEB_ROPE("WEB_ROPE")
ter_id t_rope_up
Definition: mapdata.cpp:721
ter_id t_manhole
Definition: mapdata.cpp:720
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1687
void avatar_moves(const avatar &u, const map &m, const tripoint &p)
Definition: game.cpp:12075
int ladder(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:9366
auto climbing_cost(const map &m, const tripoint &from, const tripoint &to) -> std::optional< int >
Checks both the neighborhoods of from and to for climbable surfaces, returns move cost of climbing fr...
point displace(type dir, int dist=1)
Returns point(0, 0) displaced in specified direction by a specified distance.
Definition: overmap.cpp:4180

References _, active_npc, add_msg(), all_monsters(), cata_event_dispatch::avatar_moves(), c, can_use_mutation_warn(), map_funcs::climbing_cost(), closest_points_first(), CMM_CROUCH, CMM_RUN, CMM_WALK, coming_to_stairs, map::creature_on_trap(), critter_tracker, debugmsg, Character::dex_cur, dice(), om_direction::displace(), effect_pet, effect_ridden, effect_tied, find_empty_spot_nearby(), find_or_make_stairs(), monster::friendly, map::furn_set(), g, get_levx(), get_levy(), get_levz(), Character::get_name(), monster::get_name(), Character::get_skill_level(), avatar::grab(), player::grab_point, map::has_flag(), monster::has_flag(), map::has_floor_or_support(), map::has_furn(), Character::has_trait(), map::has_zlevels(), map::invalidate_map_cache(), npc::is_enemy(), Character::is_hauling(), Character::is_mounted(), Creature::is_underwater(), itype_manhole_cover, itype_swim_fins, iuse::ladder(), map::load(), m, m_bad, m_good, m_info, m_warning, MF_RIDEABLE_MECH, Creature::mod_moves(), monstairz, Character::mounted_creature, monster::mounted_player, npc::move_away_from(), move_cost(), map::move_cost(), Character::move_effects(), Character::movement_mode_is(), Creature::moves, Character::mutation_spend_resources(), om_direction::name(), OBJECT_NONE, OVERMAP_HEIGHT, Character::oxygen, map::passable(), point_selection_menu(), map::points_in_radius(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), query_yn(), reload_npcs(), remove_zombie(), rl_dist(), rng(), Character::set_underwater(), Character::setpos(), monster::setpos(), shift_monsters(), Character::shoe_type_count(), skill_dodge, skill_melee, sm_to_ms_copy(), map::spawn_item(), start_hauling(), Character::stop_hauling(), Character::str_cur, Character::swim_speed(), t_manhole, t_manhole_cover, t_rope_up, map::ter(), map::ter_set(), map::tername(), TFLAG_DEEP_WATER, trait_WEB_ROPE, tripoint_zero, u, map::unboard_vehicle(), update_map(), update_stair_monsters(), monster::use_mech_power(), vertical_move(), vertical_shift(), Character::worn_with_flag(), tripoint::x, tripoint::xy(), and tripoint::y.

Referenced by handle_action(), peek(), and vertical_move().

◆ vertical_notes()

void game::vertical_notes ( int  z_before,
int  z_after 
)

Add goes up/down auto_notes (if turned on)

Definition at line 10623 of file game.cpp.

10624{
10625 if( z_before == z_after || !get_option<bool>( "AUTO_NOTES" ) ||
10626 !get_option<bool>( "AUTO_NOTES_STAIRS" ) ) {
10627 return;
10628 }
10629
10630 if( !m.inbounds_z( z_before ) || !m.inbounds_z( z_after ) ) {
10631 debugmsg( "game::vertical_notes invalid arguments: z_before == %d, z_after == %d",
10632 z_before, z_after );
10633 return;
10634 }
10635 // Figure out where we know there are up/down connectors
10636 // Fill in all the tiles we know about (e.g. subway stations)
10637 static const int REVEAL_RADIUS = 40;
10638 for( const tripoint_abs_omt &p : points_in_radius( u.global_omt_location(), REVEAL_RADIUS ) ) {
10639 const tripoint_abs_omt cursp_before( p.xy(), z_before );
10640 const tripoint_abs_omt cursp_after( p.xy(), z_after );
10641
10642 if( !overmap_buffer.seen( cursp_before ) ) {
10643 continue;
10644 }
10645 if( overmap_buffer.has_note( cursp_after ) ) {
10646 // Already has a note -> never add an AUTO-note
10647 continue;
10648 }
10649 const oter_id &ter = overmap_buffer.ter( cursp_before );
10650 const oter_id &ter2 = overmap_buffer.ter( cursp_after );
10651 if( z_after > z_before && ter->has_flag( known_up ) &&
10652 !ter2->has_flag( known_down ) ) {
10653 overmap_buffer.set_seen( cursp_after, true );
10654 overmap_buffer.add_note( cursp_after, string_format( ">:W;%s", _( "AUTO: goes down" ) ) );
10655 } else if( z_after < z_before && ter->has_flag( known_down ) &&
10656 !ter2->has_flag( known_up ) ) {
10657 overmap_buffer.set_seen( cursp_after, true );
10658 overmap_buffer.add_note( cursp_after, string_format( "<:W;%s", _( "AUTO: goes up" ) ) );
10659 }
10660 }
10661}
bool inbounds_z(const int z) const
Definition: map.h:1623
void add_note(const tripoint_abs_omt &, const std::string &message)
@ known_up
Definition: omdata.h:87
@ known_down
Definition: omdata.h:86
bool has_flag(oter_flags flag) const
Definition: omdata.h:258

References _, overmapbuffer::add_note(), debugmsg, Character::global_omt_location(), oter_t::has_flag(), overmapbuffer::has_note(), map::inbounds_z(), known_down, known_up, m, overmap_buffer, points_in_radius(), overmapbuffer::seen(), overmapbuffer::set_seen(), string_format(), overmapbuffer::ter(), and u.

Referenced by vertical_shift().

◆ vertical_shift()

void game::vertical_shift ( int  z_after)

Actual z-level movement part of vertical_move.

Doesn't include stair finding, traps etc.

Definition at line 10586 of file game.cpp.

10587{
10588 if( z_after < -OVERMAP_DEPTH || z_after > OVERMAP_HEIGHT ) {
10589 debugmsg( "Tried to get z-level %d outside allowed range of %d-%d",
10590 z_after, -OVERMAP_DEPTH, OVERMAP_HEIGHT );
10591 return;
10592 }
10593
10594 // TODO: Implement dragging stuff up/down
10595 u.grab( OBJECT_NONE );
10596
10597 scent.reset();
10598
10599 u.setz( z_after );
10600 const int z_before = get_levz();
10601 if( !m.has_zlevels() ) {
10603 m.access_cache( z_before ).vehicle_list.clear();
10604 m.access_cache( z_before ).zone_vehicles.clear();
10605 m.access_cache( z_before ).map_memory_seen_cache.reset();
10606 m.set_transparency_cache_dirty( z_before );
10607 m.set_outside_cache_dirty( z_before );
10608 m.load( tripoint( get_levx(), get_levy(), z_after ), true );
10609 shift_monsters( tripoint( 0, 0, z_after - z_before ) );
10610 reload_npcs();
10611 } else {
10612 // Shift the map itself
10613 m.vertical_shift( z_after );
10614 }
10615
10616 m.spawn_monsters( true );
10617 // this may be required after a vertical shift if z-levels are not enabled
10618 // the critter is unloaded/loaded, and it needs to reconstruct its rider data after being reloaded.
10620 vertical_notes( z_before, z_after );
10621}
void setz(int z)
Definition: character.h:812
void vertical_notes(int z_before, int z_after)
Add goes up/down auto_notes (if turned on)
Definition: game.cpp:10623
void set_transparency_cache_dirty(const int zlev)
Sets a dirty flag on the a given cache.
Definition: map.cpp:200
void set_outside_cache_dirty(const int zlev)
Definition: map.cpp:221
void vertical_shift(int newz)
Moves the map vertically to (not by!) newz.
Definition: map.cpp:7042
std::set< vehicle * > zone_vehicles
Definition: map.h:358
std::set< vehicle * > vehicle_list
Definition: map.h:357

References map::access_cache(), map::clear_vehicle_cache(), debugmsg, get_levx(), get_levy(), get_levz(), avatar::grab(), map::has_zlevels(), map::load(), m, level_cache::map_memory_seen_cache, OBJECT_NONE, OVERMAP_DEPTH, OVERMAP_HEIGHT, reload_npcs(), scent_map::reset(), scent, map::set_outside_cache_dirty(), map::set_transparency_cache_dirty(), Character::setz(), shift_monsters(), map::spawn_monsters(), u, validate_mounted_npcs(), level_cache::vehicle_list, vertical_notes(), map::vertical_shift(), and level_cache::zone_vehicles.

Referenced by place_player(), and vertical_move().

◆ walk_move()

bool game::walk_move ( const tripoint dest,
bool  via_ramp = false 
)

TODO: This should really use the mounted creatures stamina, if mounted. Monsters don't currently have stamina however. For the time being just don't burn players stamina when mounted.

Dexterity decreases chance of tentacles getting stuck to the ground Intelligence decreases chance of tentacles getting stuck to the ground

Definition at line 8773 of file game.cpp.

8774{
8775 if( m.has_flag_ter( TFLAG_SMALL_PASSAGE, dest_loc ) ) {
8776 if( u.get_size() > MS_MEDIUM ) {
8777 add_msg( m_warning, _( "You can't fit there." ) );
8778 return false; // character too large to fit through a tight passage
8779 }
8780 if( u.is_mounted() ) {
8781 monster *mount = u.mounted_creature.get();
8782 if( mount->get_size() > MS_MEDIUM ) {
8783 add_msg( m_warning, _( "Your mount can't fit there." ) );
8784 return false; // char's mount is too large for tight passages
8785 }
8786 }
8787 }
8788
8789 if( u.is_mounted() ) {
8790 auto mons = u.mounted_creature.get();
8791 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
8792 if( !mons->check_mech_powered() ) {
8793 add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
8794 mons->get_name() );
8795 return false;
8796 }
8797 }
8798 if( !mons->move_effects( false ) ) {
8799 add_msg( m_bad, _( "You cannot move as your %s isn't able to move." ), mons->get_name() );
8800 return false;
8801 }
8802 }
8803 const optional_vpart_position vp_here = m.veh_at( u.pos() );
8804 const optional_vpart_position vp_there = m.veh_at( dest_loc );
8805
8806 bool pushing = false; // moving -into- grabbed tile; skip check for move_cost > 0
8807 bool pulling = false; // moving -away- from grabbed tile; check for move_cost > 0
8808 bool shifting_furniture = false; // moving furniture and staying still; skip check for move_cost > 0
8809
8810 const tripoint furn_pos = u.pos() + u.grab_point;
8811 const tripoint furn_dest = dest_loc + u.grab_point;
8812
8813 bool grabbed = u.get_grab_type() != OBJECT_NONE;
8814 if( grabbed ) {
8815 const tripoint dp = dest_loc - u.pos();
8816 pushing = dp == u.grab_point;
8817 pulling = dp == -u.grab_point;
8818 }
8819 if( grabbed && dest_loc.z != u.posz() ) {
8820 add_msg( m_warning, _( "You let go of the grabbed object." ) );
8821 grabbed = false;
8822 u.grab( OBJECT_NONE );
8823 }
8824
8825 // Now make sure we're actually holding something
8826 const vehicle *grabbed_vehicle = nullptr;
8827 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE ) {
8828 // We only care about shifting, because it's the only one that can change our destination
8829 if( m.has_furn( u.pos() + u.grab_point ) ) {
8830 shifting_furniture = !pushing && !pulling;
8831 } else {
8832 // We were grabbing a furniture that isn't there
8833 grabbed = false;
8834 }
8835 } else if( grabbed && u.get_grab_type() == OBJECT_VEHICLE ) {
8836 grabbed_vehicle = veh_pointer_or_null( m.veh_at( u.pos() + u.grab_point ) );
8837 if( grabbed_vehicle == nullptr ) {
8838 // We were grabbing a vehicle that isn't there anymore
8839 grabbed = false;
8840 }
8841 } else if( grabbed ) {
8842 // We were grabbing something WEIRD, let's pretend we weren't
8843 grabbed = false;
8844 }
8845 if( u.grab_point != tripoint_zero && !grabbed ) {
8846 add_msg( m_warning, _( "Can't find grabbed object." ) );
8847 u.grab( OBJECT_NONE );
8848 }
8849
8850 if( m.impassable( dest_loc ) && !pushing && !shifting_furniture ) {
8851 if( vp_there && u.mounted_creature && u.mounted_creature->has_flag( MF_RIDEABLE_MECH ) &&
8852 vp_there->vehicle().handle_potential_theft( u ) ) {
8853 tripoint diff = dest_loc - u.pos();
8854 if( diff.x < 0 ) {
8855 diff.x -= 2;
8856 } else if( diff.x > 0 ) {
8857 diff.x += 2;
8858 }
8859 if( diff.y < 0 ) {
8860 diff.y -= 2;
8861 } else if( diff.y > 0 ) {
8862 diff.y += 2;
8863 }
8864 u.mounted_creature->shove_vehicle( dest_loc + diff.xy(),
8865 dest_loc );
8866 }
8867 return false;
8868 }
8869 if( vp_there && !vp_there->vehicle().handle_potential_theft( u ) ) {
8870 return false;
8871 }
8872 if( u.is_mounted() && !pushing && vp_there ) {
8873 add_msg( m_warning, _( "You cannot board a vehicle whilst riding." ) );
8874 return false;
8875 }
8876 u.set_underwater( false );
8877
8878 if( !shifting_furniture && !pushing && is_dangerous_tile( dest_loc ) ) {
8879 std::vector<std::string> harmful_stuff = get_dangerous_tile( dest_loc );
8880 const auto dangerous_terrain_opt = get_option<std::string>( "DANGEROUS_TERRAIN_WARNING_PROMPT" );
8881 const auto harmful_text = enumerate_as_string( harmful_stuff );
8882 const auto warn_msg = [&]( const char *const msg ) {
8883 add_msg( m_warning, msg, harmful_text );
8884 };
8885
8886 if( dangerous_terrain_opt == "IGNORE" ) {
8887 warn_msg( _( "Stepping into that %1$s looks risky, but you enter anyway." ) );
8888 } else if( dangerous_terrain_opt == "ALWAYS" && !prompt_dangerous_tile( dest_loc ) ) {
8889 return true;
8890 } else if( dangerous_terrain_opt == "RUNNING" &&
8891 ( !u.movement_mode_is( CMM_RUN ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8892 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8893 return true;
8894 } else if( dangerous_terrain_opt == "CROUCHING" &&
8895 ( !u.movement_mode_is( CMM_CROUCH ) || !prompt_dangerous_tile( dest_loc ) ) ) {
8896 warn_msg( _( "Stepping into that %1$s looks risky. Crouch and move into it if you wish to enter anyway." ) );
8897 return true;
8898 } else if( dangerous_terrain_opt == "NEVER" && !u.movement_mode_is( CMM_RUN ) ) {
8899 warn_msg( _( "Stepping into that %1$s looks risky. Run into it if you wish to enter anyway." ) );
8900 return true;
8901 }
8902 }
8903 // Used to decide whether to print a 'moving is slow message
8904 const int mcost_from = m.move_cost( u.pos() ); //calculate this _before_ calling grabbed_move
8905
8906 int modifier = 0;
8907 if( grabbed && u.get_grab_type() == OBJECT_FURNITURE && u.pos() + u.grab_point == dest_loc ) {
8908 modifier = -m.furn( dest_loc ).obj().movecost;
8909 }
8910
8911 int multiplier = 1;
8912 if( u.is_on_ground() ) {
8913 multiplier *= 3;
8914 }
8915
8916 const int mcost = m.combined_movecost( u.pos(), dest_loc, grabbed_vehicle, modifier,
8917 via_ramp ) * multiplier;
8918 if( grabbed_move( dest_loc - u.pos() ) ) {
8919 return true;
8920 } else if( mcost == 0 ) {
8921 return false;
8922 }
8923 bool diag = trigdist && u.posx() != dest_loc.x && u.posy() != dest_loc.y;
8924 const int previous_moves = u.moves;
8925 if( u.is_mounted() ) {
8926 auto crit = u.mounted_creature.get();
8927 if( !crit->has_flag( MF_RIDEABLE_MECH ) &&
8928 ( m.has_flag_ter_or_furn( "MOUNTABLE", dest_loc ) ||
8929 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR", dest_loc ) ||
8930 m.has_flag_ter_or_furn( "OPENCLOSE_INSIDE", dest_loc ) ||
8931 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_DAMAGED", dest_loc ) ||
8932 m.has_flag_ter_or_furn( "BARRICADABLE_DOOR_REINFORCED", dest_loc ) ) ) {
8933 add_msg( m_warning, _( "You cannot pass obstacles whilst mounted." ) );
8934 return false;
8935 }
8936 const double base_moves = u.run_cost( mcost, diag ) * 100.0 / crit->get_speed();
8937 const double encumb_moves = u.get_weight() / 4800.0_gram;
8938 u.moves -= static_cast<int>( std::ceil( base_moves + encumb_moves ) );
8939 if( u.movement_mode_is( CMM_WALK ) ) {
8940 crit->use_mech_power( -2 );
8941 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
8942 crit->use_mech_power( -1 );
8943 } else if( u.movement_mode_is( CMM_RUN ) ) {
8944 crit->use_mech_power( -3 );
8945 }
8946 } else {
8947 u.moves -= u.run_cost( mcost, diag );
8948 /**
8949 TODO:
8950 This should really use the mounted creatures stamina, if mounted.
8951 Monsters don't currently have stamina however.
8952 For the time being just don't burn players stamina when mounted.
8953 */
8954 if( grabbed_vehicle == nullptr || grabbed_vehicle->wheelcache.empty() ) {
8955 //Burn normal amount of stamina if no vehicle grabbed or vehicle lacks wheels
8956 u.burn_move_stamina( previous_moves - u.moves );
8957 } else {
8958 //Burn half as much stamina if vehicle has wheels, without changing move time
8959 u.burn_move_stamina( 0.50 * ( previous_moves - u.moves ) );
8960 }
8961 }
8962 // Max out recoil & reset aim point
8964 u.last_target_pos = std::nullopt;
8965
8966 // Print a message if movement is slow
8967 const int mcost_to = m.move_cost( dest_loc ); //calculate this _after_ calling grabbed_move
8968 const bool fungus = m.has_flag_ter_or_furn( "FUNGUS", u.pos() ) ||
8969 m.has_flag_ter_or_furn( "FUNGUS",
8970 dest_loc ); //fungal furniture has no slowing effect on mycus characters
8971 const bool slowed = ( ( !u.has_trait( trait_PARKOUR ) && ( mcost_to > 2 || mcost_from > 2 ) ) ||
8972 mcost_to > 4 || mcost_from > 4 ) &&
8973 !( u.has_trait( trait_M_IMMUNE ) && fungus );
8974 if( slowed && !u.is_mounted() ) {
8975 // Unless u.pos() has a higher movecost than dest_loc, state that dest_loc is the cause
8976 if( mcost_to >= mcost_from ) {
8977 if( auto displayed_part = vp_there.part_displayed() ) {
8978 add_msg( m_warning, _( "Moving onto this %s is slow!" ),
8979 displayed_part->part().name() );
8980 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8981 } else {
8982 add_msg( m_warning, _( "Moving onto this %s is slow!" ), m.name( dest_loc ) );
8983 sfx::do_obstacle( m.ter( dest_loc ).id().str() );
8984 }
8985 } else {
8986 if( auto displayed_part = vp_here.part_displayed() ) {
8987 add_msg( m_warning, _( "Moving off of this %s is slow!" ),
8988 displayed_part->part().name() );
8989 sfx::do_obstacle( displayed_part->part().info().get_id().str() );
8990 } else {
8991 add_msg( m_warning, _( "Moving off of this %s is slow!" ), m.name( u.pos() ) );
8992 sfx::do_obstacle( m.ter( u.pos() ).id().str() );
8993 }
8994 }
8995 }
8996 if( !u.is_mounted() && u.has_trait( trait_id( "LEG_TENT_BRACE" ) ) &&
8997 ( !u.footwear_factor() ||
8998 ( u.footwear_factor() == .5 && one_in( 2 ) ) ) ) {
8999 // DX and IN are long suits for Cephalopods,
9000 // so this shouldn't cause too much hardship
9001 // Presumed that if it's swimmable, they're
9002 // swimming and won't stick
9003 ///\EFFECT_DEX decreases chance of tentacles getting stuck to the ground
9004
9005 ///\EFFECT_INT decreases chance of tentacles getting stuck to the ground
9006 if( !m.has_flag( "SWIMMABLE", dest_loc ) && one_in( 80 + u.dex_cur + u.int_cur ) ) {
9007 add_msg( _( "Your tentacles stick to the ground, but you pull them free." ) );
9008 u.mod_fatigue( 1 );
9009 }
9010 }
9011 if( !u.has_artifact_with( AEP_STEALTH ) && !u.has_trait( trait_id( "DEBUG_SILENT" ) ) ) {
9012 int volume = u.is_stealthy() ? 3 : 6;
9013 volume *= u.mutation_value( "noise_modifier" );
9014 if( volume > 0 ) {
9016 volume = 2;
9017 } else if( u.has_bionic( bionic_id( "bio_ankles" ) ) ) {
9018 volume = 12;
9019 }
9020 if( u.movement_mode_is( CMM_RUN ) ) {
9021 volume *= 1.5;
9022 } else if( u.movement_mode_is( CMM_CROUCH ) ) {
9023 volume /= 2;
9024 }
9025 if( u.is_mounted() ) {
9026 auto mons = u.mounted_creature.get();
9027 switch( mons->get_size() ) {
9028 case MS_TINY:
9029 volume = 0; // No sound for the tinies
9030 break;
9031 case MS_SMALL:
9032 volume /= 3;
9033 break;
9034 case MS_MEDIUM:
9035 break;
9036 case MS_LARGE:
9037 volume *= 1.5;
9038 break;
9039 case MS_HUGE:
9040 volume *= 2;
9041 break;
9042 default:
9043 break;
9044 }
9045 if( mons->has_flag( MF_LOUDMOVES ) ) {
9046 volume += 6;
9047 }
9048 sounds::sound( dest_loc, volume, sounds::sound_t::movement, mons->type->get_footsteps(), false,
9049 "none", "none" );
9050 } else {
9051 sounds::sound( dest_loc, volume, sounds::sound_t::movement, _( "footsteps" ), true,
9052 "none", "none" ); // Sound of footsteps may awaken nearby monsters
9053 }
9055 }
9056
9057 if( one_in( 20 ) && u.has_artifact_with( AEP_MOVEMENT_NOISE ) ) {
9058 sounds::sound( u.pos(), 40, sounds::sound_t::movement, _( "a rattling sound." ), true,
9059 "misc", "rattling" );
9060 }
9061 }
9062
9063 if( m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, dest_loc ) ) {
9064 add_msg( m_good, _( "You are hiding in the %s." ), m.name( dest_loc ) );
9065 }
9066
9067 if( dest_loc != u.pos() ) {
9069 }
9070
9071 tripoint oldpos = u.pos();
9072 point submap_shift = place_player( dest_loc );
9073 point ms_shift = sm_to_ms_copy( submap_shift );
9074 oldpos = oldpos - ms_shift;
9075
9076 if( pulling ) {
9077 const tripoint shifted_furn_pos = furn_pos - ms_shift;
9078 const tripoint shifted_furn_dest = furn_dest - ms_shift;
9079 const time_duration fire_age = m.get_field_age( shifted_furn_pos, fd_fire );
9080 const int fire_intensity = m.get_field_intensity( shifted_furn_pos, fd_fire );
9081 m.remove_field( shifted_furn_pos, fd_fire );
9082 m.set_field_intensity( shifted_furn_dest, fd_fire, fire_intensity );
9083 m.set_field_age( shifted_furn_dest, fd_fire, fire_age );
9084 }
9085
9086 if( u.is_hauling() ) {
9087 start_hauling( oldpos );
9088 }
9089
9091
9092 return true;
9093}
void burn_move_stamina(int moves)
Definition: character.cpp:7117
bool is_stealthy() const
Returns true if the player has stealthy movement.
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3210
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3687
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:895
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6643
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
m_size get_size() const override
Get size class of character.
Definition: character.cpp:573
bool grabbed_move(const tripoint &dp)
Check for dangerous stuff at dest_loc, return false if the player decides not to step there.
Definition: game.cpp:9706
bool is_dangerous_tile(const tripoint &dest_loc) const
Definition: game.cpp:8702
int combined_movecost(const tripoint &from, const tripoint &to, const vehicle *ignored_vehicle=nullptr, int modifier=0, bool flying=false, bool via_ramp=false) const
Cost to move out of one tile and into the next.
Definition: map.cpp:1902
m_size get_size() const override
Definition: monster.cpp:2729
std::optional< vpart_reference > part_displayed() const
Definition: vehicle.cpp:2499
std::optional< tripoint > last_target_pos
Definition: player.h:242
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_MEDIUM
Definition: creature.h:60
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
@ TFLAG_SMALL_PASSAGE
Definition: mapdata.h:320
@ TFLAG_HIDE_PLACE
Definition: mapdata.h:315
@ MF_LOUDMOVES
Definition: mtype.h:175
void fungus(player &p, const tripoint &examp)
Remove furniture.
Definition: iexamine.cpp:2225
void do_obstacle(const std::string &obst="")
Definition: sounds.cpp:1633
void do_footstep()
Definition: sounds.cpp:1610

References _, add_msg(), AEP_MOVEMENT_NOISE, AEP_STEALTH, cata_event_dispatch::avatar_moves(), Character::burn_move_stamina(), CMM_CROUCH, CMM_RUN, CMM_WALK, map::combined_movecost(), Character::dex_cur, sfx::do_footstep(), sfx::do_obstacle(), enumerate_as_string(), fd_fire, Character::footwear_factor(), iexamine::fungus(), map::furn(), get_dangerous_tile(), map::get_field_age(), map::get_field_intensity(), avatar::get_grab_type(), Character::get_size(), monster::get_size(), Character::get_weight(), avatar::grab(), player::grab_point, grabbed_move(), Character::has_artifact_with(), Character::has_bionic(), map::has_flag(), map::has_flag_ter(), map::has_flag_ter_or_furn(), map::has_furn(), Character::has_trait(), int_id< T >::id(), map::impassable(), Character::int_cur, is_dangerous_tile(), Character::is_hauling(), Character::is_mounted(), Character::is_on_ground(), Character::is_stealthy(), Character::is_wearing(), itype_rm13_armor_on, player::last_target_pos, m, m_bad, m_good, m_warning, MAX_RECOIL, MF_LOUDMOVES, MF_RIDEABLE_MECH, Character::mod_fatigue(), Character::mounted_creature, map::move_cost(), map_data_common_t::movecost, sounds::movement, Character::movement_mode_is(), Creature::moves, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, MS_TINY, Character::mutation_value(), map::name(), int_id< T >::obj(), OBJECT_FURNITURE, OBJECT_NONE, OBJECT_VEHICLE, on_move_effects(), one_in(), optional_vpart_position::part_displayed(), place_player(), Character::pos(), Character::posx(), Character::posy(), Character::posz(), prompt_dangerous_tile(), Character::recoil, map::remove_field(), Character::run_cost(), map::set_field_age(), map::set_field_intensity(), Character::set_underwater(), sm_to_ms_copy(), sounds::sound(), start_hauling(), string_id< T >::str(), map::ter(), TFLAG_HIDE_PLACE, TFLAG_SMALL_PASSAGE, trait_M_IMMUNE, trait_PARKOUR, trigdist, tripoint_zero, u, map::veh_at(), veh_pointer_or_null(), vehicle::wheelcache, tripoint::x, tripoint::xy(), tripoint::y, and tripoint::z.

Referenced by swap_critters().

◆ win()

void game::win ( )

Marks the game as won.

Doesn't end the game.

Definition at line 2431 of file game.cpp.

2432{
2433 win_screen();
2435 memorial().add(
2436 pgettext( "memorial_male", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2437 pgettext( "memorial_female", "Closed the portal in %1$.1f days (%2$d seconds)." ),
2438 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2439 if( !u.is_dead_state() ) {
2442 }
2443}
void win_screen()
Definition: game.cpp:2445
void add(const std::string &male_msg, const std::string &female_msg)
Adds an event to the memorial log, to be written to the memorial file when the character dies.
const time_point & start_of_game
Definition: calendar.cpp:34

References achievements_tracker_ptr, memorial_logger::add(), Messages::display_messages(), get_kill_tracker(), Character::is_dead_state(), memorial(), pgettext(), show_scores_ui(), calendar::start_of_game, stats(), calendar::turn, u, and win_screen().

◆ win_screen()

void game::win_screen ( )
private

Definition at line 2445 of file game.cpp.

2446{
2447 // TODO: Move this wall somewhere
2449 std::string msg = _( "You managed to close the portal and end the invasion!" );
2450 msg += '\n';
2451 if( u.is_dead_state() ) {
2453 "Unfortunately, you had to sacrifice your life to achieve this." );
2454 msg += colorize( t, c_red ) + '\n';
2455 memorial().add(
2456 pgettext( "memorial_male", "Sacrificed his life to close the portal." ),
2457 pgettext( "memorial_female", "Sacrificed her life to close the portal." ) );
2458 } else {
2459 translation t = translation::to_translation( "win_game", "You managed to survive the ordeal." );
2460 msg += colorize( t, c_green ) + '\n';
2461 memorial().add(
2462 pgettext( "memorial_male", "Safely closed the portal." ),
2463 pgettext( "memorial_female", "Safely closed the portal." ) );
2464 }
2465 msg += string_format( _( "It took you %1$.1f days (%2$d seconds)." ),
2466 to_days<float>( game_duration ), to_seconds<int>( game_duration ) );
2467 // TODO: Print starting stats, traits, skills, all mods ever used, easiest of settings
2468 popup( msg );
2469}
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
static translation to_translation(const std::string &raw)
Store a string, an optional plural form, and an optional context for translation.

References _, memorial_logger::add(), c_green, c_red, colorize(), Character::is_dead_state(), memorial(), pgettext(), popup(), calendar::start_of_game, string_format(), translation::to_translation(), calendar::turn, and u.

Referenced by win().

◆ write_memorial_file()

void game::write_memorial_file ( const std::string &  filename,
std::string  sLastWords 
)

Writes information about the character out to a text file timestamped with the time of the file was made.

This serves as a record of the character's state at the time the memorial was made (usually upon death) and accomplishments in a human-readable format.

Definition at line 2772 of file game.cpp.

2773{
2774 const std::string &memorial_dir = PATH_INFO::memorialdir();
2775 const std::string &memorial_active_world_dir = memorial_dir +
2776 world_generator->active_world->world_name + "/";
2777
2778 //Check if both dirs exist. Nested assure_dir_exist fails if the first dir of the nested dir does not exist.
2779 if( !assure_dir_exist( memorial_dir ) ) {
2780 debugmsg( "Could not make '%s' directory", memorial_dir );
2781 return;
2782 }
2783
2784 if( !assure_dir_exist( memorial_active_world_dir ) ) {
2785 debugmsg( "Could not make '%s' directory", memorial_active_world_dir );
2786 return;
2787 }
2788
2789 std::string path = memorial_active_world_dir + filename + ".txt";
2790
2791 write_to_file( path, [&]( std::ostream & fout ) {
2792 memorial().write( fout, sLastWords );
2793 }, _( "player memorial" ) );
2794}
void write(std::ostream &memorial_file, const std::string &epitaph) const
std::string memorialdir()
Definition: path_info.cpp:222

References _, assure_dir_exist(), debugmsg, memorial(), PATH_INFO::memorialdir(), world_generator, memorial_logger::write(), and write_to_file().

Referenced by cleanup_at_end().

◆ zones_manager()

void game::zones_manager ( )

Definition at line 6107 of file game.cpp.

6108{
6109 const tripoint stored_view_offset = u.view_offset;
6110
6112
6113 const int zone_ui_height = 12;
6114 const int zone_options_height = 7;
6115
6116 const int width = 45;
6117
6118 int offsetX = 0;
6119 int max_rows = 0;
6120
6121 catacurses::window w_zones;
6122 catacurses::window w_zones_border;
6123 catacurses::window w_zones_info;
6124 catacurses::window w_zones_info_border;
6125 catacurses::window w_zones_options;
6126
6127 bool show = true;
6128
6129 ui_adaptor ui;
6130 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
6131 if( !show ) {
6132 ui.position( point_zero, point_zero );
6133 return;
6134 }
6135 offsetX = get_option<std::string>( "SIDEBAR_POSITION" ) != "left" ?
6136 TERMX - width : 0;
6137 const int w_zone_height = TERMY - zone_ui_height;
6138 max_rows = w_zone_height - 2;
6139 w_zones = catacurses::newwin( w_zone_height - 2, width - 2,
6140 point( offsetX + 1, 1 ) );
6141 w_zones_border = catacurses::newwin( w_zone_height, width,
6142 point( offsetX, 0 ) );
6143 w_zones_info = catacurses::newwin( zone_ui_height - zone_options_height - 1,
6144 width - 2, point( offsetX + 1, w_zone_height ) );
6145 w_zones_info_border = catacurses::newwin( zone_ui_height, width,
6146 point( offsetX, w_zone_height ) );
6147 w_zones_options = catacurses::newwin( zone_options_height - 1, width - 2,
6148 point( offsetX + 1, TERMY - zone_options_height ) );
6149
6150 ui.position( point( offsetX, 0 ), point( width, TERMY ) );
6151 } );
6152 ui.mark_resize();
6153
6154 std::string action;
6155 input_context ctxt( "ZONES_MANAGER" );
6156 ctxt.register_cardinal();
6157 ctxt.register_action( "CONFIRM" );
6158 ctxt.register_action( "QUIT" );
6159 ctxt.register_action( "ADD_ZONE" );
6160 ctxt.register_action( "REMOVE_ZONE" );
6161 ctxt.register_action( "MOVE_ZONE_UP" );
6162 ctxt.register_action( "MOVE_ZONE_DOWN" );
6163 ctxt.register_action( "SHOW_ZONE_ON_MAP" );
6164 ctxt.register_action( "ENABLE_ZONE" );
6165 ctxt.register_action( "DISABLE_ZONE" );
6166 ctxt.register_action( "SHOW_ALL_ZONES" );
6167 ctxt.register_action( "HELP_KEYBINDINGS" );
6168
6169 auto &mgr = zone_manager::get_manager();
6170 int start_index = 0;
6171 int active_index = 0;
6172 bool blink = false;
6173 bool stuff_changed = false;
6174 bool show_all_zones = false;
6175 int zone_cnt = 0;
6176
6177 // get zones on the same z-level, with distance between player and
6178 // zone center point <= 50 or all zones, if show_all_zones is true
6179 auto get_zones = [&]() {
6180 std::vector<zone_manager::ref_zone_data> zones;
6181 if( show_all_zones ) {
6182 zones = mgr.get_zones();
6183 } else {
6184 const tripoint &u_abs_pos = m.getabs( u.pos() );
6185 for( zone_manager::ref_zone_data &ref : mgr.get_zones() ) {
6186 const tripoint &zone_abs_pos = ref.get().get_center_point();
6187 if( u_abs_pos.z == zone_abs_pos.z && rl_dist( u_abs_pos, zone_abs_pos ) <= 50 ) {
6188 zones.emplace_back( ref );
6189 }
6190 }
6191 }
6192 zone_cnt = static_cast<int>( zones.size() );
6193 return zones;
6194 };
6195
6196 auto zones = get_zones();
6197
6198 auto zones_manager_options = [&]() {
6199 werase( w_zones_options );
6200
6201 if( zone_cnt > 0 ) {
6202 const auto &zone = zones[active_index].get();
6203
6204 if( zone.has_options() ) {
6205 const auto &descriptions = zone.get_options().get_descriptions();
6206
6207 // NOLINTNEXTLINE(cata-use-named-point-constants)
6208 mvwprintz( w_zones_options, point( 1, 0 ), c_white, _( "Options" ) );
6209
6210 int y = 1;
6211 for( const auto &desc : descriptions ) {
6212 mvwprintz( w_zones_options, point( 3, y ), c_white, desc.first );
6213 mvwprintz( w_zones_options, point( 20, y ), c_white, desc.second );
6214 y++;
6215 }
6216 }
6217 }
6218
6219 wnoutrefresh( w_zones_options );
6220 };
6221
6222 std::optional<tripoint> zone_start;
6223 std::optional<tripoint> zone_end;
6224 bool zone_blink = false;
6225 bool zone_cursor = false;
6227 zone_start, zone_end, zone_blink, zone_cursor );
6228 add_draw_callback( zone_cb );
6229
6230 auto query_position =
6231 [&]() -> std::optional<std::pair<tripoint, tripoint>> {
6232 on_out_of_scope invalidate_current_ui( [&]()
6233 {
6234 ui.mark_resize();
6235 } );
6236 restore_on_out_of_scope<bool> show_prev( show );
6237 restore_on_out_of_scope<std::optional<tripoint>> zone_start_prev( zone_start );
6238 restore_on_out_of_scope<std::optional<tripoint>> zone_end_prev( zone_end );
6239 show = false;
6240 zone_start = std::nullopt;
6241 zone_end = std::nullopt;
6242 ui.mark_resize();
6243
6245 popup.on_top( true );
6246 popup.message( "%s", _( "Select first point." ) );
6247
6249
6250 const look_around_result first = look_around( /*show_window=*/false, center, center, false, true,
6251 false );
6252 if( first.position )
6253 {
6254 popup.message( "%s", _( "Select second point." ) );
6255
6256 const look_around_result second = look_around( /*show_window=*/false, center, *first.position,
6257 true, true, false );
6258 if( second.position ) {
6259 tripoint first_abs = m.getabs( tripoint( std::min( first.position->x,
6260 second.position->x ),
6261 std::min( first.position->y, second.position->y ),
6262 std::min( first.position->z,
6263 second.position->z ) ) );
6264 tripoint second_abs = m.getabs( tripoint( std::max( first.position->x,
6265 second.position->x ),
6266 std::max( first.position->y, second.position->y ),
6267 std::max( first.position->z,
6268 second.position->z ) ) );
6269 return std::pair<tripoint, tripoint>( first_abs, second_abs );
6270 }
6271 }
6272
6273 return std::nullopt;
6274 };
6275
6276 ui.on_redraw( [&]( const ui_adaptor & ) {
6277 if( !show ) {
6278 return;
6279 }
6280 zones_manager_draw_borders( w_zones_border, w_zones_info_border, zone_ui_height, width );
6281 zones_manager_shortcuts( w_zones_info );
6282
6283 if( zone_cnt == 0 ) {
6284 werase( w_zones );
6285 mvwprintz( w_zones, point( 2, 5 ), c_white, _( "No Zones defined." ) );
6286
6287 } else {
6288 werase( w_zones );
6289
6290 calcStartPos( start_index, active_index, max_rows, zone_cnt );
6291
6292 draw_scrollbar( w_zones_border, active_index, max_rows, zone_cnt, point_south );
6293 wnoutrefresh( w_zones_border );
6294
6295 int iNum = 0;
6296
6297 tripoint player_absolute_pos = m.getabs( u.pos() );
6298
6299 //Display saved zones
6300 for( auto &i : zones ) {
6301 if( iNum >= start_index &&
6302 iNum < start_index + ( ( max_rows > zone_cnt ) ? zone_cnt : max_rows ) ) {
6303 const auto &zone = i.get();
6304
6305 nc_color colorLine = ( zone.get_enabled() ) ? c_white : c_light_gray;
6306
6307 if( iNum == active_index ) {
6308 mvwprintz( w_zones, point( 0, iNum - start_index ), c_yellow, "%s", ">>" );
6309 colorLine = ( zone.get_enabled() ) ? c_light_green : c_green;
6310 }
6311
6312 //Draw Zone name
6313 mvwprintz( w_zones, point( 3, iNum - start_index ), colorLine,
6314 trim_by_length( zone.get_name(), 15 ) );
6315
6316 //Draw Type name
6317 mvwprintz( w_zones, point( 20, iNum - start_index ), colorLine,
6318 mgr.get_name_from_type( zone.get_type() ) );
6319
6320 tripoint center = zone.get_center_point();
6321
6322 //Draw direction + distance
6323 mvwprintz( w_zones, point( 32, iNum - start_index ), colorLine, "%*d %s",
6324 5, static_cast<int>( trig_dist( player_absolute_pos, center ) ),
6325 direction_name_short( direction_from( player_absolute_pos,
6326 center ) ) );
6327
6328 //Draw Vehicle Indicator
6329 mvwprintz( w_zones, point( 41, iNum - start_index ), colorLine,
6330 zone.get_is_vehicle() ? "*" : "" );
6331 }
6332 iNum++;
6333 }
6334
6335 // Display zone options
6336 zones_manager_options();
6337 }
6338
6339 wnoutrefresh( w_zones );
6340 } );
6341
6342 zones_manager_open = true;
6343 do {
6344 if( action == "ADD_ZONE" ) {
6345 do { // not a loop, just for quick bailing out if canceled
6346 const auto maybe_id = mgr.query_type();
6347 if( !maybe_id.has_value() ) {
6348 break;
6349 }
6350
6351 const zone_type_id &id = maybe_id.value();
6352 auto options = zone_options::create( id );
6353
6354 if( !options->query_at_creation() ) {
6355 break;
6356 }
6357
6358 auto default_name = options->get_zone_name_suggestion();
6359 if( default_name.empty() ) {
6360 default_name = mgr.get_name_from_type( id );
6361 }
6362 const auto maybe_name = mgr.query_name( default_name );
6363 if( !maybe_name.has_value() ) {
6364 break;
6365 }
6366 const std::string &name = maybe_name.value();
6367
6368 const auto position = query_position();
6369 if( !position ) {
6370 break;
6371 }
6372
6373 mgr.add( name, id, g->u.get_faction()->id, false, true, position->first,
6374 position->second, options );
6375
6376 zones = get_zones();
6377 active_index = zone_cnt - 1;
6378
6379 stuff_changed = true;
6380 } while( false );
6381
6382 blink = false;
6383 } else if( action == "SHOW_ALL_ZONES" ) {
6384 show_all_zones = !show_all_zones;
6385 zones = get_zones();
6386 active_index = 0;
6387 } else if( zone_cnt > 0 ) {
6388 if( action == "UP" ) {
6389 active_index--;
6390 if( active_index < 0 ) {
6391 active_index = zone_cnt - 1;
6392 }
6393 blink = false;
6394 } else if( action == "DOWN" ) {
6395 active_index++;
6396 if( active_index >= zone_cnt ) {
6397 active_index = 0;
6398 }
6399 blink = false;
6400 } else if( action == "REMOVE_ZONE" ) {
6401 if( active_index < zone_cnt ) {
6402 mgr.remove( zones[active_index] );
6403 zones = get_zones();
6404 active_index--;
6405
6406 if( active_index < 0 ) {
6407 active_index = 0;
6408 }
6409 }
6410 blink = false;
6411 stuff_changed = true;
6412
6413 } else if( action == "CONFIRM" ) {
6414 auto &zone = zones[active_index].get();
6415
6416 uilist as_m;
6417 as_m.text = _( "What do you want to change:" );
6418 as_m.entries.emplace_back( 1, true, '1', _( "Edit name" ) );
6419 as_m.entries.emplace_back( 2, true, '2', _( "Edit type" ) );
6420 as_m.entries.emplace_back( 3, zone.get_options().has_options(), '3',
6421 zone.get_type() == zone_type_id( "LOOT_CUSTOM" ) ? _( "Edit filter" ) : _( "Edit options" ) );
6422 as_m.entries.emplace_back( 4, !zone.get_is_vehicle(), '4', _( "Edit position" ) );
6423 // TODO: Enable moving vzone after vehicle zone can be bigger than 1*1
6424 as_m.entries.emplace_back( 5, !zone.get_is_vehicle(), '5', _( "Move position" ) );
6425 as_m.query();
6426
6427 switch( as_m.ret ) {
6428 case 1:
6429 if( zone.set_name() ) {
6430 stuff_changed = true;
6431 }
6432 break;
6433 case 2:
6434 if( zone.set_type() ) {
6435 stuff_changed = true;
6436 }
6437 break;
6438 case 3:
6439 if( zone.get_options().query() ) {
6440 stuff_changed = true;
6441 }
6442 break;
6443 case 4: {
6444 const auto pos = query_position();
6445 if( pos && ( pos->first != zone.get_start_point() ||
6446 pos->second != zone.get_end_point() ) ) {
6447 zone.set_position( *pos );
6448 stuff_changed = true;
6449 }
6450 break;
6451 }
6452 case 5: {
6453 on_out_of_scope invalidate_current_ui( [&]() {
6454 ui.mark_resize();
6455 } );
6456 restore_on_out_of_scope<bool> show_prev( show );
6457 restore_on_out_of_scope<std::optional<tripoint>> zone_start_prev( zone_start );
6458 restore_on_out_of_scope<std::optional<tripoint>> zone_end_prev( zone_end );
6459 show = false;
6460 zone_start = std::nullopt;
6461 zone_end = std::nullopt;
6462 ui.mark_resize();
6463 static_popup message_pop;
6464 message_pop.on_top( true );
6465 message_pop.message( "%s", _( "Moving zone." ) );
6466 const auto zone_local_start_point = m.getlocal( zone.get_start_point() );
6467 const auto zone_local_end_point = m.getlocal( zone.get_end_point() );
6468 // local position of the zone center, used to calculate the u.view_offset,
6469 // could center the screen to the position it represents
6470 auto view_center = m.getlocal( zone.get_center_point() );
6471 const look_around_result result_local = look_around( false, view_center,
6472 zone_local_start_point, false, false,
6473 false, true, zone_local_end_point );
6474 if( result_local.position ) {
6475 const auto new_start_point = m.getabs( *result_local.position );
6476 if( new_start_point == zone.get_start_point() ) {
6477 break; // Nothing changed, don't save
6478 }
6479
6480 const auto new_end_point = zone.get_end_point() - zone.get_start_point() + new_start_point;
6481 zone.set_position( std::pair<tripoint, tripoint>( new_start_point, new_end_point ) );
6482 stuff_changed = true;
6483 }
6484 }
6485 break;
6486 default:
6487 break;
6488 }
6489
6490 blink = false;
6491 } else if( action == "MOVE_ZONE_UP" && zone_cnt > 1 ) {
6492 if( active_index < zone_cnt - 1 ) {
6493 mgr.swap( zones[active_index], zones[active_index + 1] );
6494 zones = get_zones();
6495 active_index++;
6496 }
6497 blink = false;
6498 stuff_changed = true;
6499
6500 } else if( action == "MOVE_ZONE_DOWN" && zone_cnt > 1 ) {
6501 if( active_index > 0 ) {
6502 mgr.swap( zones[active_index], zones[active_index - 1] );
6503 zones = get_zones();
6504 active_index--;
6505 }
6506 blink = false;
6507 stuff_changed = true;
6508
6509 } else if( action == "SHOW_ZONE_ON_MAP" ) {
6510 //show zone position on overmap;
6511 tripoint_abs_omt player_overmap_position = u.global_omt_location();
6512 // TODO: fix point types
6513 tripoint_abs_omt zone_overmap( ms_to_omt_copy( zones[active_index].get().get_center_point() ) );
6514
6515 ui::omap::display_zones( player_overmap_position, zone_overmap, active_index );
6516 } else if( action == "ENABLE_ZONE" ) {
6517 zones[active_index].get().set_enabled( true );
6518
6519 stuff_changed = true;
6520
6521 } else if( action == "DISABLE_ZONE" ) {
6522 zones[active_index].get().set_enabled( false );
6523
6524 stuff_changed = true;
6525 }
6526 }
6527
6528 if( zone_cnt > 0 ) {
6529 blink = !blink;
6530 const auto &zone = zones[active_index].get();
6531 zone_start = m.getlocal( zone.get_start_point() );
6532 zone_end = m.getlocal( zone.get_end_point() );
6533 ctxt.set_timeout( get_option<int>( "BLINK_SPEED" ) );
6534 } else {
6535 blink = false;
6536 zone_start = zone_end = std::nullopt;
6537 ctxt.reset_timeout();
6538 }
6539
6540 // Actually accessed from the terrain overlay callback `zone_cb` in the
6541 // call to `ui_manager::redraw`.
6542 //NOLINTNEXTLINE(clang-analyzer-deadcode.DeadStores)
6543 zone_blink = blink;
6545
6547
6548 //Wait for input
6549 action = ctxt.handle_input();
6550 } while( action != "QUIT" );
6551 zones_manager_open = false;
6552 ctxt.reset_timeout();
6553 zone_cb = nullptr;
6554
6555 if( stuff_changed ) {
6556 auto &zones = zone_manager::get_manager();
6557 if( query_yn( _( "Save changes?" ) ) ) {
6558 zones.save_zones();
6559 } else {
6560 zones.load_zones();
6561 }
6562
6563 zones.cache_data();
6564 }
6565
6566 u.view_offset = stored_view_offset;
6567}
query_popup & on_top(bool top)
Whether to show the popup on the top of the screen.
Definition: popup.cpp:59
std::reference_wrapper< zone_data > ref_zone_data
Definition: clzones.h:342
static shared_ptr_fast< zone_options > create(const zone_type_id &type)
Definition: clzones.cpp:186
int trig_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:512
static void zones_manager_shortcuts(const catacurses::window &w_info)
Definition: game.cpp:6042
static void zones_manager_draw_borders(const catacurses::window &w_border, const catacurses::window &w_info_border, const int iInfoHeight, const int width)
Definition: game.cpp:6065
void optional(const JsonObject &jo, const bool was_loaded, const std::string &name, MemberType &member)
std::string options()
Definition: path_info.cpp:230
const std::set< itype_id > & get()
void display_zones(const tripoint_abs_omt &center, const tripoint_abs_omt &select, int iZoneIndex)
Display overmap like with display() and display the given zone.
std::string trim_by_length(const std::string &text, int width)
Definition: output.cpp:224
std::optional< tripoint > position
Definition: game.h:127

References _, action, add_draw_callback(), c_green, c_light_gray, c_light_green, c_white, c_yellow, calcStartPos(), center, zone_options::create(), create_zone_callback(), direction_from(), direction_name_short(), ui::omap::display_zones(), draw_scrollbar(), uilist::entries, g, charge_removal_blacklist::get(), zone_manager::get_manager(), map::getabs(), map::getlocal(), Character::global_omt_location(), input_context::handle_input(), invalidate_main_ui_adaptor(), look_around(), m, query_popup::message(), ms_to_omt_copy(), mvwprintz(), om_direction::name(), catacurses::newwin(), query_popup::on_top(), optional(), PATH_INFO::options(), point_south, point_zero, popup(), Character::pos(), look_around_result::position, uilist::query(), query_yn(), ui_manager::redraw(), input_context::register_action(), input_context::register_cardinal(), input_context::reset_timeout(), uilist::ret, rl_dist(), second, input_context::set_timeout(), TERMX, TERMY, uilist::text, trig_dist(), trim_by_length(), tripoint_zero, u, player::view_offset, catacurses::werase(), catacurses::wnoutrefresh(), tripoint::z, zones_manager_draw_borders(), zones_manager_open, and zones_manager_shortcuts().

Referenced by handle_action().

◆ zoom_in()

void game::zoom_in ( )

Definition at line 7069 of file game.cpp.

7070{
7071#if defined(TILES)
7072 if( tileset_zoom == 64 ) {
7073 tileset_zoom = MAXIMUM_ZOOM_LEVEL;
7074 } else {
7076 }
7077 rescale_tileset( tileset_zoom );
7078#endif
7079}

References tileset_zoom.

Referenced by handle_action(), and look_around().

◆ zoom_out()

void game::zoom_out ( )

Definition at line 7057 of file game.cpp.

7058{
7059#if defined(TILES)
7060 if( tileset_zoom > MAXIMUM_ZOOM_LEVEL ) {
7062 } else {
7063 tileset_zoom = 64;
7064 }
7065 rescale_tileset( tileset_zoom );
7066#endif
7067}

References tileset_zoom.

Referenced by handle_action(), and look_around().

Friends And Related Function Documentation

◆ advanced_inventory

friend class advanced_inventory
friend

Definition at line 146 of file game.h.

◆ Creature_range

friend class Creature_range
friend

Definition at line 334 of file game.h.

Referenced by all_creatures().

◆ editmap

friend class editmap
friend

Definition at line 145 of file game.h.

◆ get_avatar

avatar & get_avatar ( )
friend

Definition at line 104 of file avatar.cpp.

105{
106 return g->u;
107}

Referenced by butcher_submenu(), and get_player_base_save_path().

◆ get_distribution_grid_tracker

distribution_grid_tracker & get_distribution_grid_tracker ( )
friend

Returns distribution grid tracker that is a part of the global game *g.

game TODO: This wouldn't be required in an ideal world

Definition at line 12091 of file game.cpp.

12092{
12093 return *g->grid_tracker_ptr;
12094}

◆ get_map

map & get_map ( )
friend

◆ get_player_character

Character & get_player_character ( )
friend

Definition at line 400 of file character.cpp.

401{
402 return g->u;
403}

◆ get_weather

weather_manager & get_weather ( )
friend

Definition at line 64 of file weather.cpp.

65{
66 return *g->weather_manager_ptr;
67}

Referenced by do_turn(), get_player_input(), is_in_sunlight(), load(), natural_light_level(), place_player_overmap(), serialize_master(), setup(), start_game(), and unserialize_master().

◆ main_menu

friend class main_menu
friend

Definition at line 147 of file game.h.

◆ monster_range

friend class monster_range
friend

Definition at line 333 of file game.h.

Referenced by all_monsters().

Member Data Documentation

◆ achievements_tracker_ptr

pimpl<achievements_tracker> game::achievements_tracker_ptr
private

Definition at line 954 of file game.h.

Referenced by death_screen(), game(), handle_action(), serialize(), setup(), unserialize(), and win().

◆ active_npc

◆ auto_travel_mode

bool game::auto_travel_mode = false

Definition at line 1017 of file game.h.

Referenced by handle_action(), serialize(), and unserialize().

◆ bVMonsterLookFire

bool game::bVMonsterLookFire = false
private

Definition at line 1034 of file game.h.

Referenced by list_monsters(), look_around(), and setup().

◆ coming_to_stairs

std::vector<monster> game::coming_to_stairs

◆ critter_died

bool game::critter_died = false
private

Has anything died in this turn and needs to be cleaned up?

Definition at line 1048 of file game.h.

Referenced by cleanup_dead(), and set_critter_died().

◆ critter_tracker

◆ debug_hour_timer

◆ debug_pathfinding

bool game::debug_pathfinding = false

Definition at line 998 of file game.h.

◆ debug_submap_grid_overlay

bool game::debug_submap_grid_overlay = false

Definition at line 999 of file game.h.

◆ destination_preview

std::vector<tripoint> game::destination_preview
private

◆ displaying_lighting_condition

int game::displaying_lighting_condition = 0

Type of lighting condition overlay to display.

Definition at line 1011 of file game.h.

◆ displaying_overlays

std::optional<action_id> game::displaying_overlays
private

Definition at line 918 of file game.h.

Referenced by display_overlay_state(), and display_toggle_overlay().

◆ displaying_visibility_creature

Creature* game::displaying_visibility_creature

Creature for which to display the visibility map.

Definition at line 1009 of file game.h.

Referenced by display_visibility().

◆ draw_callbacks

std::vector<weak_ptr_fast<draw_callback_t> > game::draw_callbacks
private

Definition at line 225 of file game.h.

Referenced by add_draw_callback(), and draw().

◆ driving_view_offset

point game::driving_view_offset

Definition at line 996 of file game.h.

Referenced by calc_driving_offset(), do_turn(), handle_action(), and set_driving_view_offset().

◆ event_bus_ptr

pimpl<event_bus> game::event_bus_ptr
private

Definition at line 952 of file game.h.

Referenced by events().

◆ faction_manager_ptr

◆ first_redraw_since_waiting_started

bool game::first_redraw_since_waiting_started = true
private

Is this the first redraw since waiting (sleeping or activity) started.

Definition at line 1050 of file game.h.

Referenced by do_turn(), and game().

◆ follower_ids

std::set<character_id> game::follower_ids
private

◆ fullscreen

bool game::fullscreen = false

◆ gamemode

std::unique_ptr<special_game> game::gamemode
private

◆ grid_tracker_ptr

pimpl<distribution_grid_tracker> game::grid_tracker_ptr
private

Definition at line 958 of file game.h.

Referenced by do_turn(), load_map(), on_options_changed(), and update_map().

◆ is_looking

bool game::is_looking = false
private

Definition at line 224 of file game.h.

Referenced by draw_ter(), and look_around().

◆ kill_tracker_ptr

pimpl<kill_tracker> game::kill_tracker_ptr
private

Definition at line 955 of file game.h.

Referenced by game(), get_kill_tracker(), serialize(), setup(), and unserialize().

◆ last_mouse_edge_scroll

std::chrono::time_point<std::chrono::steady_clock> game::last_mouse_edge_scroll
private

Definition at line 1067 of file game.h.

Referenced by mouse_edge_scrolling().

◆ last_mouse_edge_scroll_vector_overmap

tripoint game::last_mouse_edge_scroll_vector_overmap
private

Definition at line 1069 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_mouse_edge_scroll_vector_terrain

tripoint game::last_mouse_edge_scroll_vector_terrain
private

Definition at line 1068 of file game.h.

Referenced by mouse_edge_scrolling_overmap(), and mouse_edge_scrolling_terrain().

◆ last_save_timestamp

time_t game::last_save_timestamp
private

Definition at line 1040 of file game.h.

Referenced by autosave(), init_autosave(), and quicksave().

◆ latest_lightlevels

std::array<float, OVERMAP_LAYERS> game::latest_lightlevels
mutableprivate

Definition at line 1041 of file game.h.

Referenced by natural_light_level(), and reset_light_level().

◆ list_item_downvote

std::string game::list_item_downvote
private

Definition at line 1031 of file game.h.

Referenced by list_items().

◆ list_item_upvote

std::string game::list_item_upvote
private

Definition at line 1030 of file game.h.

Referenced by list_items().

◆ liveview

live_view& game::liveview
private

Definition at line 949 of file game.h.

Referenced by draw_look_around_cursor(), and handle_mouseview().

◆ liveview_ptr

pimpl<live_view> game::liveview_ptr
private

Definition at line 948 of file game.h.

◆ m

map& game::m

Definition at line 962 of file game.h.

Referenced by autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), catch_a_monster(), chat(), check_near_zone(), check_zone(), control_vehicle(), delete_cyborg_item(), disable_robot(), disp_NPCs(), do_turn(), draw(), draw_bullet(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_look_around_cursor(), draw_ter(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), get_cur_om(), get_dangerous_tile(), get_fishable_locations(), get_levx(), get_levy(), get_levz(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_veh_move(), handle_action(), is_empty(), is_game_over(), is_in_sunlight(), is_sheltered(), knockback(), list_items(), list_monsters(), load(), load_map(), load_npcs(), look_around(), mon_info_update(), monmove(), moving_vehicle_dismount(), peek(), perhaps_add_random_npc(), phasing_move(), pickup(), place_critter_around(), place_player(), place_player_overmap(), place_vehicle_nearby(), pre_print_all_tile_info(), print_all_tile_info(), print_fields_info(), print_graffiti_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_artifact(), prompt_dangerous_tile(), remoteveh(), save_maps(), serialize(), setup(), shift_monsters(), start_game(), start_hauling(), swap_critters(), try_get_left_click_action(), try_get_right_click_action(), update_map(), update_stair_monsters(), use_computer(), validate_camps(), validate_linked_vehicles(), validate_mounted_npcs(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), and zones_manager().

◆ main_ui_adaptor

weak_ptr_fast<ui_adaptor> game::main_ui_adaptor
private

◆ map_ptr

pimpl<map> game::map_ptr
private

Definition at line 946 of file game.h.

◆ memorial_logger_ptr

pimpl<memorial_logger> game::memorial_logger_ptr
private

Definition at line 956 of file game.h.

Referenced by game(), and memorial().

◆ monstairz

int game::monstairz = 0

Definition at line 983 of file game.h.

Referenced by update_stair_monsters(), and vertical_move().

◆ mostseen

int game::mostseen = 0

◆ moves_since_last_save

int game::moves_since_last_save = 0
private

Definition at line 1039 of file game.h.

Referenced by do_turn(), get_moves_since_last_save(), init_autosave(), quickload(), and quicksave().

◆ new_game

bool game::new_game = false

True if the game has just started or loaded, else false.

Definition at line 979 of file game.h.

Referenced by do_turn(), setup(), and start_game().

◆ next_mission_id

int game::next_mission_id = 0
private

Definition at line 1037 of file game.h.

Referenced by assign_mission_id(), serialize_master(), setup(), and unserialize_master().

◆ next_npc_id

character_id game::next_npc_id
private

Definition at line 1035 of file game.h.

Referenced by assign_npc_id(), serialize_master(), setup(), and unserialize_master().

◆ npcs_dirty

bool game::npcs_dirty = false
private

Has a NPC been spawned since last load?

Definition at line 1046 of file game.h.

Referenced by do_turn(), load_npcs(), and set_npcs_dirty().

◆ queue_screenshot

bool game::queue_screenshot = false

Definition at line 1018 of file game.h.

Referenced by do_turn().

◆ remoteveh_cache

vehicle* game::remoteveh_cache
private

Definition at line 1044 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ remoteveh_cache_time

time_point game::remoteveh_cache_time
private

Definition at line 1043 of file game.h.

Referenced by remoteveh(), setremoteveh(), and setup().

◆ right_sidebar

bool game::right_sidebar = false

Definition at line 1014 of file game.h.

◆ safe_mode

◆ safe_mode_warning_logged

bool game::safe_mode_warning_logged = false
private

Definition at line 1033 of file game.h.

Referenced by check_safe_mode_allowed(), handle_action(), and set_safe_mode().

◆ scen

const scenario* game::scen = nullptr

Definition at line 981 of file game.h.

Referenced by start_calendar(), and start_game().

◆ scent

scent_map& game::scent

Definition at line 964 of file game.h.

Referenced by display_scent(), do_turn(), serialize(), setup(), unserialize(), update_map(), and vertical_shift().

◆ scent_ptr

pimpl<scent_map> game::scent_ptr
private

Definition at line 950 of file game.h.

◆ seed

unsigned int game::seed = 0
private

Seed for all the random numbers that should have consistent randomness (weather).

Definition at line 1062 of file game.h.

Referenced by get_seed(), serialize_master(), start_game(), and unserialize_master().

◆ sFilter

std::string game::sFilter
private

Definition at line 1029 of file game.h.

Referenced by list_items(), and reset_item_list_state().

◆ show_panel_adm

bool game::show_panel_adm = false

Definition at line 1013 of file game.h.

Referenced by draw_panels(), and load_static_data().

◆ spell_events_ptr

pimpl<spell_events> game::spell_events_ptr
private

Definition at line 957 of file game.h.

Referenced by game(), and spell_events_subscriber().

◆ stats_tracker_ptr

pimpl<stats_tracker> game::stats_tracker_ptr
private

Definition at line 953 of file game.h.

Referenced by game(), serialize(), stats(), and unserialize().

◆ ter_view_p

tripoint game::ter_view_p

Definition at line 985 of file game.h.

Referenced by draw(), and draw_ter().

◆ tileset_zoom

int game::tileset_zoom = 0
private

How far the tileset should be zoomed out, 16 is default.

32 is zoomed in by x2, 8 is zoomed out by x0.5

Definition at line 1059 of file game.h.

Referenced by get_zoom(), look_around(), mouse_edge_scrolling_terrain(), reset_zoom(), set_zoom(), zoom_in(), and zoom_out().

◆ timed_event_manager_ptr

pimpl<timed_event_manager> game::timed_event_manager_ptr
private

Definition at line 951 of file game.h.

◆ timed_events

timed_event_manager& game::timed_events

Definition at line 965 of file game.h.

Referenced by do_turn(), natural_light_level(), and setup().

◆ token_provider_ptr

pimpl<drop_token_provider> game::token_provider_ptr

Definition at line 974 of file game.h.

Referenced by serialize(), setup(), and unserialize().

◆ turnssincelastmon

int game::turnssincelastmon = 0

Definition at line 1020 of file game.h.

Referenced by handle_action(), mon_info_update(), and setup().

◆ u

avatar& game::u

Definition at line 963 of file game.h.

Referenced by add_artifact_dreams(), add_npc_follower(), autopilot_vehicles(), cata_event_dispatch::avatar_moves(), butcher(), calc_driving_offset(), cancel_activity_or_ignore_query(), cancel_activity_query(), catch_a_monster(), centerlistview(), chat(), check_safe_mode_allowed(), cleanup_at_end(), control_vehicle(), create_starting_npcs(), critter_at(), critter_by_id(), death_screen(), disable_robot(), disp_NPCs(), display_scent(), do_turn(), draw(), draw_critter(), draw_critter_highlighted(), draw_critter_internal(), draw_hit_mon(), draw_line(), draw_look_around_cursor(), draw_minimap(), draw_panels(), draw_ter(), draw_trail_to_square(), draw_veh_dir_indicator(), drop(), drop_in_direction(), exam_vehicle(), examine(), extended_description(), find_nearby_items(), find_or_make_stairs(), fling_creature(), forced_door_closing(), fungal_effects::fungalize(), get_dangerous_tile(), get_player_input(), get_veh_dir_indicator_location(), grabbed_furn_move(), grabbed_move(), grabbed_veh_move(), handle_action(), handle_key_blocking_activity(), inv_map_splice(), is_game_over(), is_hostile_within(), is_in_viewport(), item_action_menu(), knockback(), list_items(), list_items_monsters(), list_missions(), list_monsters(), load(), look_around(), mon_info(), mon_info_update(), monmove(), move_save_to_graveyard(), moving_vehicle_dismount(), npc_menu(), on_move_effects(), open_consume_item_menu(), overmap_npc_move(), peek(), perhaps_add_random_npc(), phasing_move(), pickup_feet(), place_player(), place_player_overmap(), print_all_tile_info(), print_creature_info(), print_items_info(), print_terrain_info(), print_trap_info(), process_activity(), process_artifact(), process_voluntary_act_interrupt(), prompt_dangerous_tile(), quickload(), remoteveh(), remove_npc_follower(), save(), save_player_data(), serialize(), set_driving_view_offset(), setremoteveh(), shared_from(), slip_down(), fungal_effects::spread_fungus_one_tile(), start_game(), start_hauling(), toggle_gate(), try_get_left_click_action(), try_get_right_click_action(), unserialize(), update_map(), update_overmap_seen(), update_stair_monsters(), use_computer(), validate_camps(), validate_npc_followers(), vertical_move(), vertical_notes(), vertical_shift(), walk_move(), win(), win_screen(), and zones_manager().

◆ u_ptr

pimpl<avatar> game::u_ptr
private

Definition at line 947 of file game.h.

◆ u_shared_ptr

shared_ptr_fast<player> game::u_shared_ptr
private

Definition at line 1024 of file game.h.

Referenced by shared_from().

◆ uquit

quit_status game::uquit

Used in main.cpp to determine what type of quit is being performed.

Definition at line 977 of file game.h.

Referenced by cleanup_at_end(), do_turn(), get_player_input(), handle_action(), is_game_over(), and setup().

◆ user_action_counter

int game::user_action_counter = 0
private

Definition at line 1056 of file game.h.

Referenced by get_user_action_counter(), and handle_action().

◆ w_minimap

catacurses::window game::w_minimap

Definition at line 989 of file game.h.

Referenced by create_or_get_main_ui_adaptor(), and draw_minimap().

◆ w_minimap_ptr

catacurses::window game::w_minimap_ptr
private

Definition at line 1027 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ w_omlegend

catacurses::window game::w_omlegend

Definition at line 988 of file game.h.

◆ w_overmap

catacurses::window game::w_overmap

Definition at line 987 of file game.h.

◆ w_pixel_minimap

catacurses::window game::w_pixel_minimap

◆ w_terrain

◆ w_terrain_ptr

catacurses::window game::w_terrain_ptr
private

Definition at line 1026 of file game.h.

Referenced by create_or_get_main_ui_adaptor().

◆ wait_popup

std::unique_ptr<static_popup> game::wait_popup
private

Definition at line 1075 of file game.h.

Referenced by do_turn().

◆ was_fullscreen

bool game::was_fullscreen = false

Definition at line 1016 of file game.h.

Referenced by load_static_data(), reenter_fullscreen(), and temp_exit_fullscreen().

◆ weather_manager_ptr

pimpl<weather_manager> game::weather_manager_ptr
private

Definition at line 959 of file game.h.

◆ zones_manager_open

bool game::zones_manager_open = false
private

Is Zone manager open or not - changes graphics of some zone tiles.

Definition at line 1052 of file game.h.

Referenced by is_zones_manager_open(), and zones_manager().


The documentation for this class was generated from the following files: